Games I made.
Alongside production I lead and contribute to small game teams through DevPods, where members team up in their free time and actually ship. Four of these I led end to end. The rest I contributed to.
Smaller credits.
Fourteen more, on other members' projects. Between these and the four above that's eighteen DevPods credits since 2019, and a seven-quarter Game Changer listing — seven separate quarters contributing eight or more weeks.
On the games I've led.
From LinkedIn, in their words. All recommendations on LinkedIn ↗
Justin stood out to me as soon as I met him, when he was a volunteer at IndieCade, a game festival for which I organize speakers. He joined the online practice group I run, HomeTeam GameDev, when we were facing new challenges in starting a whole new chapter. He immediately excelled as both a leader and collaborator. He pitched and lead an original VR game, did level and writing for another member's isometric RPG, modeled and did visual effects for another member's mech project, then organized and led several more games back-to-back. Each project he led is in a different genre, each with unique technical, design, and coordination challenges. Justin learns quickly, takes feedback well, communicates constructively, and has a solid familiarity from doing various aspects of game development firsthand, to be able to see easily how all the pieces fit together.
I started working with Justin on a project he was leading, Mobius Inversion. The direction that he provided during the project allowed for both a clear vision of what he was looking for, as well as allowing artistic freedom for the 3D models I was creating. The feedback I received from him during private discussion and weekly group updates were informational, clear, and encouraging. During the project I led, Justin was able to jump in and fill in the gaps that we were having with voice over right at the end. He completed all the clips we were looking for in less than a day and by that evening we had it integrated in the project.
Older solo projects.
Student work, jams and prototypes, kept up because they show the road here.
I make games too.
These aren't a side hobby. I led a twelve-person volunteer team through a three-month build with no budget and no authority, which taught me more about scope control than any process document has.
Hands-on, I work in Unity and Unreal: gameplay and combat feel, level design, VFX and particle authoring, enemy and boss systems, progression and level-up drafts, player movement and camera. On my own projects I own all of it end to end.
Doing the work myself is why I can write a prototyping SOP a designer will actually follow. The production record is over here.