The shelf
Finished, abandoned, or simply old. Nothing here is in progress, and I am not pretending otherwise.
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The Leeds Devil
A point-and-click horror game about the Jersey Devil — mine to develop, design and draw, with writing by Conor Walsh. Worked on it for a long time and then stopped. The part I would still defend is the Ink layer: tags in the script drove sounds, animations, screen effects and arbitrary code hooks, so a scene could be directed and reordered without opening the editor or recompiling anything.
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Moe's Body Shop
A solo jam game, with sound and ambience by Rev. Hunter L. Maish. Moe walks a loop underground; if he sees you he follows at just under your speed, and every generator you switch on tells him roughly where you are. Simple rules, unpleasant results. It lives on the Stranger & Stranger site now.
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Director's Cut: VR
A Vive wave-shooter made with Olivia Apperson-Ivanov at COMO Game Jam, where you play an actor fighting zombies in a low-budget film. I wrote the shooting and gun animation — a plain raycast system that turned out to be a good first thing to hand someone who has never held a VR controller. Code.
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Cosmic Jam Battle
Free-for-all multiplayer where you absorb objects and grow. Five of us built it; I led. The pickup mechanic measures the bounds of whatever you collide with, works out its volume, and if it fits, adds it to you and lerps your radius up to match.
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Loom 3D
Takes any image with transparency and generates a mesh and material from it, for making cloth items. Still on GitHub, still works as far as I know.
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COMO Game Jam 3: a post-mortem
The one blog post. Two days, one VR game, a great deal of Mixamo.