Past Projects

I’ve been developing adventure games as a hobby for about eight years now.  The following is a synopsis of some of my more polished work to date.  Note that this “greatest hits” list is all freeware, so have a play if you’re interested (links provided).

THE WINTER ROSE (2005)

My second game and the first of any consequence, it is probably best known for the hand-painted backgrounds that I laboriously executed over the period of about a year.  The plot was fairly simple: Rose, a young archer girl,  quests through a fantasy world populated by cute and/or deranged creatures in order to slay the ice-dragon that has brought about eternal winter.  A melancholy mood spiced with dark-humour and a few novel interface elements (most notably the “Retry” function after death) pleased players, but many were frustrated by the lack of narrative closure after the ice dragon is defeated.  Truthfully development had dragged on for so long that I had abandoned the project, and only stitched together what I had into a playable game in order to release it many months later.  Still, I learned a valuable lesson about the priority players place on character relationships and tying up loose ends.  To play The Winter Rose or read player comments you should check out it’s entry on the AGS games database.

CHARLIE FOXTROT & THE GALAXY OF TOMORROW (2007)

Here I am at my silliest: a sci-fi parody of epic proportions!  You play as Charlie Foxtrot, a rogue clone who seeks to bring down the Empire of Conformity.  This has been my only full-length game to date.  This was my first attempt at serious computer drawn graphics and a cartoony sprite style: I definitely had some successes and some failures along the way.  The irreverent humour, myriad ways to die pointlessly (the “Retry” function resurrects you right before the point of no return without the hassle of saving), and countless parodies of tv and movie characters from the 80s and 90s earned this game a strong cult following.  The broader gaming public, however, did not “get” the references or appreciate the silliness, and the amateurish graphics -although well animated -did not help the game.  To play Charlie Foxtrot or read player comments you can check out its entry on the AGS games database.

BESIEGED (2008)

Actually the name of the game was much, much longer, but “Besieged” is the gist of it.  This was my first collaborative effort: parenthood had struck and I couldn’t find the time for full-development anymore, and I was interested in harnessing the strengths of others for my own diabolical game development purposes.  You play as the Dung Shoveler, the lowest peon in the medieval hierarchy, who must thwart the siege of an evil count and save the fetching servant girl (who has fortuitously lost her sense of smell in a childhood sweeping accident) while avoiding death by catapult.  Alright, maybe this was my silliest game.  We made huge efforts on graphical quality, the result being a much deeper and immersive game-world (the sprites are mine, but most background elements are my collaborator’s, one Jaraslaw Bleicher).  But despite the fun and graphical quality, the players just weren’t there for this one.  Feedback suggests that it was too short, suggesting that the gaming public wants to spend some time with characters after investing their valuable time in getting to know them. To play Besieged or read player comments you should check out it’s entry on the AGS games database.

SNAKES OF AVALON (2010)

Another collaborative effort (this time with Igor Hardy), this game delved into the surreal world of a hallucinating drunk.  Created for a MAGS competition with rules that stipulated that all of the action had to take place in one room, this was a fun little project that became another cult classic.  I collaborated on the plot, but my real ambition was to use this game as a guinea pig in order to experiment with faster vector animation techniques (already with my current project in mind).  The end result is a quirky but very fluid experience in disconnected surreality.  I caution those of you with less stomach for the antics of the more vulgar end of humanity, this game might not be for you. To play Snakes of Avalon or read player comments you can check out its entry on the AGS games database. Also, I would be remiss to Igor if I did not link to his dedicated Snakes of Avalon page which collects links to press coverage and so much more.

Well, that’s my game development career so far, at least the adventure game side of it.  I’ve learned a lot over the course of it and I now hope to pour all that experience into an epic mold and thereby forge the ultimate adventure game.  Wish me luck!

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