The first major release by SRRN Games, Ash is the company's award-winning JRPG. The game follows two mercenaries named Nicholas and Damien who after accepting an benign request from a village elder to investigate a town disturbance are quickly pulled into a personal quest far beyond what they bargained for.
Ash was implemented twice: once for iOS in native Objective-C and a second time in Unity in C# for the Android version. My responsibilities for the iOS implementation of Ash included implementation of the battle system backend, battle system front end, game content design and implementation, gameplay balancing, and quality assurance. My responsibilities for the Android implementation of Ash included content conversion of all legacy content into a new game engine, which is a derivative of that previously implemented for Ash II: Shadows.
Ash was developed and published for iOS independently by SRRN Games in 2010. The Android version was developed by SRRN Games and published by Konami Digital Entertainment in 2012.
Ash II: Shadows
The follow-up to the award-winning Ash, Ash II: Shadows let players re-enter the world of Aghaus to follow the story of Nicholas, Damien, and the rest of the party from the first game as they continued their quest to learn about and stop the dreaded corruption.
Ash II: Shadows was developed in the Unity game engine and written primarily in C#. My responsibilities on the project included implementation and quality assurance of the battle system backend, battle system frontend, battle system enemy AI, tilemap engine, scripting system, and party interface menus. In addition, I designed and implemented the game's content insertion and management tool, and I designed and implemented minor game features such as the automatic item equip system. Further, I designed many in-game character special attacks and contributed to combat and game balancing.
Ash II: Shadows was developed by SRRN Games and published by Konami Digital Entertainment in 2012. The game is currently available on iOS.
Confidential First-Party Video Game
SRRN Games began work on a confidential project in Fall 2014, set for release in 2015 on the Sony PlayStation VITA.
This game is being developed in the Unity game engine and written primarily in C#. My responsibilities on the project included implementation prototyping and implementation of gameplay systems and UI. In addition, I designed game mechanics and contributed to game balancing and quality assurance.
This game is being developed at SRRN Games in C# using Unity.
Always Outnumbered: Survival
Always Outnumbered: Survival is a minigame which was a promotional tool for the Kickstarter campaign of SRRN Games' original competitive tower defence game, Always Outnumbered. In this retro shooter, the player assumes the role of a gun-toting soldier on the left-hand side of the screen and is tasked with fending off endless waves of various enemies and hazards. Power-ups and shields are available along the way to give the player an edge in the fight for the highest score.
My responsibilities for AO: Survival included implementation of core gameplay mechanics, implementation of power-ups, game balancing, and quality assurance.
AO: Survival was implemented in just 24 hours using Unity, written in C#. It was designed, developed, and published by SRRN Games. It is available on iOS, Android, PC, Mac, and Flash.
Always Outnumbered was a competitive tower defence game designed by SRRN Games. The game was designed with competitive multiplayer and single-player narrative experience in mind; to the end of the former, the game was to feature dedicated tournament mode and network play options, and to the end of the latter the game was to take place in a rich internally-developed original game universe.
My responsibilities for Always Outnumbered included high-level engine design, game rules implementation, tower implementation, creep implementation, and upgrade tree implementation.
The full development of Always Outnumbered was contingent upon a successful Kickstarter campaign; unfortunately, funding was unsuccessful, and as such the project was shelved. What exists of the project was developed in Unity and written in C#. The game was to be developed published for the PC by SRRN Games.
Random House Digital
Random House Digital was a client for SRRN Games via their SRRN Services brand in the production of a confidential iOS application.
My responsibilities for this application included implementation of various features and user interfaces leveraging XCode's Interface Builder as well as native Objective-C code. I also contributed to quality assurance across the entire application.
This application was developed in Objective-C by SRRN Services and published by Random House Digital, Inc. in 2013. It is available for iOS and is optimized for iPhone 5.
Kiss The Frog: A Memory Game
Kiss The Frog: A Memory Game is a fun twist on the classic card-matching memory game - instead of static cards hiding pairs of icons, a wide variety of frogs dynamically hop around the screen from lily pad to lily pad, revealing princes and princesses upon being matched up. The frogs have a variety of fun appearances and accessories to differentiate themselves from one another, and there is also a free play mode where users may replace the princes and princesses in the frog's "revealed" state to photos from the device's photo library.
My responsibilities on Kiss The Frog included general gameplay mechanics, game modes, frog AI, user interface implementation, level design, and photo library access.
Kiss The Frog was developed entirely in Objective-C by SRRN Games and published in 2010 by Barry Hinton Games. The game is currently available on iOS.