Games
| Flash (Licensable) | iPhone | XBox | Contract Work |
|---|---|---|---|
| Filler | Filler | Filler | Boulder Blast |
| Filler 2 | Color Tangle | Plastic Attack! | |
| Color Tangle | |||
| Polar Games: Breakdown | |||
| Halfsies | |||
| Nibblets |
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NibbletsPlatform: Flash Released: October 2007 Though I build tons of prototypes with Java and Director while in school, Nibblets was the first Flash game I actually “released.” By released, I mean the mechanic wasn’t quite as fun as I thought it would be, so I ended up just wrapping it up and tossing it out there. |
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FillerPlatform: Flash Released: January 2008 Filler was my first successful Flash game. I’d read about the Actionscript Physics Engine (APE) and was building some pretty simple tests just to play with it a bit. One of those tests turned into the prototype for Filler, and the rest is history. |
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Boulder BlastPlatform: Flash Released: After Filler, Shockwave approached me about doing a contract game for them. I liked the game idea, so Boulder Blast is the result! |
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Filler 2Platform: Flash Released: February 2009 Once Boulder Blast wrapped, I decided it was time to stop being cheap and actually get Flash. Even the finsihed version of Filler was more of a prototype with menus, so I set out to build a “full” and polished version with better graphics and player challenges. One of the biggest complaints about the first version was that the difficutly plateaued at around Level 15, so I rebalanced everything and added a new “freeze” powerup. |
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Polar Games: BreakdownPlatform: Flash Released: April 2009 After building Filler 2 in Flash, I had a much better idea of how to use the technology. PG: Breakdown was one of the oldest game prototypes I had lying around, so it was mostly built as an exercise for some new game-state management and menu layout code. I’ve always liked the concept, though, so I went ahead and released it. |
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Filler (iPhone)Platform: iPhone Released: May 2009 The iPhone version of Filler is the first game I’ve released that I didn’t actually code. I provided the source for Filler 2 and acted as producer on the project, ensuring that it “felt” like a real Filler game. It was an interesting experience, but one I probably wouldn’t repeat. |
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Plastic Attack!Platform: Flash Released: August 2009 Plastic Attack! was built for MochiMedia and Warner Brothers as part of their “Batman: Brave and the Bold Casting Call.” I submitted a simple pitch which was nearly identical to the final product. |
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Filler (XBox)Platform: XBox Indie Games Released: September 2009 Originally started before the XBox Community Games (now Indie Games) channel launched, the XBox version always took a back seat to other projects. Once Plastic Attack was finished, I sat down and actually put in the work needed to finish what I consider the most balanced version of Filler to date. |
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HalfsiesPlatform: Flash Released: December 2009 Halfsies was a 2-day project for a Mochi contest. I was brainstorming ideas for a touch-based game, and this is what came out! It’s not great, but it was worth 2 days. |
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Color TanglePlatform: Flash Released: August 2011 I built this simple Flash version as an experiment to play with the Facebook API (it runs on colortangle.com, facebook, and as a standalone SWF with connect embedded) before joining CrowdStar in February of 2010. It was almost done when I joined, but it took me roughly a year and a half to finally get all of it done (on flash, FB, and iPhone). |
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Color Tangle (iPhone)Platform: iPhone Released: August 2011 The flash version of ColorTangle was “done” before I started on the iPhone version. It’s built with OpenFrameworks and uses much of the same code as the flash version, just ported from AS3 to C++. |
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#1 by Ryan on 08/25/2010 - 4:15 pm
Please make Filler for Android!
#2 by James on 12/08/2010 - 10:17 am
I second that! Filler for Android please!