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Crash Co. Video Dev Blog - Volume 1

Crash Co. Video Dev Blog - Volume 1

Crash Co. 1 comment

Kicking off the first of what I hope will be many video development blogs detailing progress on my spiritual successor to Blast Corps: Crash Co.!

Steel Ego Public Alpha!

Steel Ego Public Alpha!

Steel Ego

A procedurally-generated, semi-roguelike game starring an egotistical group tasked with a difficult mission.

Destructanks - Destroy everything!

Destructanks - Destroy everything!

Destructanks 2 comments

Destructanks is a low-poly destruction game where you control a tank with one mission: destroy everything!

Massive update to version 2.0!

Massive update to version 2.0!

Firewing 64

A number of changes and upgrades (almost) makes this feel like an entirely new game!

Firewing 64 - One day, one big update

Firewing 64 - One day, one big update

Firewing 64 7 comments

After input from the community, Firewing 64 has been updated to version 1.1.

Firewing 64 - Version 1.0

Firewing 64 - Version 1.0

Firewing 64

A 3D platforming game set in the style of a Nintendo 64 title. Relive 64-bit-era exploration, collectibles, mini-games, and of course, platforming!

New vehicles, levels, and Mech's going vertical!

New vehicles, levels, and Mech's going vertical!

Crash Co.

Showcasing two new vehicle additions, refinements to the gameplay of an existing one, and new levels!

Demolition. Destruction. Chaos. Speed. Crash Co. Beta Demo!

Demolition. Destruction. Chaos. Speed. Crash Co. Beta Demo!

Crash Co.

Just under a year since I began this project (and ~5 months since my last demo release), I have a new demo of the Crash Co. beta for you to try out! Note...

Crash Co. - Now on Steam Greenlight!

Crash Co. - Now on Steam Greenlight!

Crash Co.

After months of bug fixes, additions, refinements, and enhancements to Crash Co, I finally feel that it is ready for Steam Greenlight!

Crash Co. Building (or Demolition) Progress Update

Crash Co. Building (or Demolition) Progress Update

Crash Co.

It's been a few months since my last update but that doesn't mean there haven't been a number of improvements to Crash Co!

Introducing the Crash Co. Playable Demo v0.2

Introducing the Crash Co. Playable Demo v0.2

Crash Co.

My take on a spiritual successor to Blast Corps has reached v0.2. This playable update features 2 new levels, 2 new vehicles, a slew of visual updates...

Chain Counter, Levels, and Terrains

Chain Counter, Levels, and Terrains

Crash Co.

Updates include a chain system counter, new levels, enhanced world map, and improvements to traversable terrains.

Loved Blast Corps? Try the Crash Co. playable preview!

Loved Blast Corps? Try the Crash Co. playable preview!

Crash Co.

I have a small handful of levels available to try in this first playable preview for Crash Co - my spiritual successor to Blast Corps.

Mech-Wrecking and Other Advancements

Mech-Wrecking and Other Advancements

Crash Co.

The near-final version of my fist-firing, building-wrecking Mech implemented in Crash Co and other miscellaneous updates along the way.

Rekindling the Spirit of Mech's in Crash Co.

Rekindling the Spirit of Mech's in Crash Co.

Crash Co. 1 comment

The mech's in Blast Corps were lots of fun; I hope to rekindle their spirit in Crash Co so here is an early preview of one in action.

Crash Co: Additions, Features, and Refinements (oh my)!

Crash Co: Additions, Features, and Refinements (oh my)!

Crash Co. 1 comment

From implementing new mechanics and features to a new logo, Crash Co is progressing better than I could have imagined.

Crash Co. Progress Update

Crash Co. Progress Update

Crash Co.

The slew of new features that have been added to my (unofficial) spiritual successor to Blast Corps: Crash Co.

Tunneling through the Terrain (Limitations)

Tunneling through the Terrain (Limitations)

Crash Co.

How I overcame the limitations of Unity's terrain system to create traversable tunnels through the terrain.

Undertaking a Spiritual Successor to Blast Corps

Undertaking a Spiritual Successor to Blast Corps

Crash Co. 1 comment

How a project went from a simple "can I do it" prototype to a full-fledged spiritual successor.

Evolving to a publicly playable demo

Evolving to a publicly playable demo

Besus: Journey for Vitality

How my project evolved from a mere prototype with placeholder graphics to something I can proudly let the public play.

Besus: Journey for Vitality - Dev Blog Volume 7

Besus: Journey for Vitality - Dev Blog Volume 7

Besus: Journey for Vitality 3 comments

Volume 7 of my video development blog detailing production of my 3D platforming game, Besus: Journey for Vitality.

From Prototype to Playable in One Year

From Prototype to Playable in One Year

Besus: Journey for Vitality 2 comments

A brief summary of how my experience as a game developer has evolved over the course of developing this project for the last year.

Besus: Journey for Vitality - Dev Blog Volume 6

Besus: Journey for Vitality - Dev Blog Volume 6

Besus: Journey for Vitality

Volume 6 of my video development blog detailing production of my 3D platforming game, Besus: Journey for Vitality.

Video Development Blog (Volumes 1 through 5)

Video Development Blog (Volumes 1 through 5)

Besus: Journey for Vitality

The first 5 in my series of video development blogs giving a behind-the-scenes look at how the game has been taking shape and the inner-workings that...

Humble Project Beginnings

Humble Project Beginnings

Besus: Journey for Vitality

How this project (and my use of the Unity game engine) began many months ago. Original article published on June 6th, 2014.