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April 11th, 2014

Springy Swingy

April 11th, 2014

It’s a culture, man.

March 15th, 2014


March 9th, 2014



animated colour doodlings

VIGHTING GAME at the Halifax Game Collective meetup.

March 6th, 2014

Video by Adam Hartling.


February 9th, 2014

Download for Mac

Download for Windows

VIGHTING GAME is a two player competitive game. Use the control config screen to set up your controls.


  • up, down, left and right move your Vighter.
  • attack swings your sword
  • block brings up your shield
  • attack + move towards enemy = thrust
  • attack + move away from enemy = backjump

Made over a couple days, with testing help from Elliot and Tom.



Interview with We Ask Indies

January 2nd, 2014

Nico Saraintaris sent me some interview questions for the weekly We Ask Indies. You can also read the interview on Gamasutra. They made a caricature of me to go with it!

As part of the interview, I made some images describing what’s going through my head when making games.


November 19th, 2013

Thanks to Adam Hartling for pointing this out.

Fog of War in PROBE TEAM

October 29th, 2013

I’ve had a couple people ask me how I did the fog of war effect in PROBE TEAM. It’s too long for Twitter, so I’ll explain it here.

For those not aware, the “fog of war” is the darkness that is slowly revealed by the probes as they make their way through the derelict “system”. Unexplored areas are dark; explored areas have been revealed.

Note: This technique uses render textures, and therefore requires Unity Pro.

Another Note: You can download the PROBE TEAM project here.

First of all, there’s a level-encompassing orthographic camera. It’s level-encompassing in that it can view the entire level. It’s set up to render to a point-sampled render texture, and not clear colour. Its culling mask is set so the only thing it actually renders are special quads that probes carry around with them, called revealers.

The revealer has a graphic on it that is a very faint radial glow. Because the big orthographic camera isn’t being cleared, the revealer texture accumulates in the render texture. The frame rate is fixed, so the accumulation rate should be constant from computer to computer. Even given the extreme faintness of the revealer graphic, it accumulates to pure white quite quickly.

Finally, the render texture is applied to an enormous quad that covers the entire level, closer to the camera than the level geometry. It’s using a multiplicative shader, so where the render texture is black, the level is masked to black, and where it’s white, the level shows through.

The grid lines of the world are arranged to match up with the texels of the render texture quad, so each point-sampled texel of the render texture appears to fill in a square of the grid.

Hopefully this is a clear explanation! Feel free to comment if you have further questions.

PROBE TEAM wins the Ludum Dare 27 compo!

September 20th, 2013


Wow! PROBE TEAM won first place in the Ludum Dare 27 compo. Thanks to everyone who played and voted.

The game rated first place in the Overall and Mood categories, as well as third in Graphics, fourth in Fun and Theme, and fifth in Audio.


Ludum Dare results page