“An enchanting microcosm for our fears and desires” - KillScreen
“great high-brow lunchtime gaming” - Wired
“really quite excellent” - Rock Paper Shotgun
“pushing the margins of human emotion” - G4
Can games carry the auteurist intent and interconnection of traditional cinema and writing? Can we tell stories through games that aren't disposable? That live on after you've stopped playing? This is a short story in the form of a platformer that answers these questions.
I created Loved using Flash, Pixelmator and Audacity over the course of a month in 2010 while working for the Australian Defence Office. It has been played over 5,000,000 times across a dozen game portals and received great critical acclaim.
Loved contains content that some players may find disturbing.
“It’s all a short, sweet, cyberpunk fever dream” - Waypoint
AD. 2666: The efficacious cyberjudge condemns and executes irredeemable criminals. Your time has come.
The average play time for this bullet-hell minigame is 3 minutes.
Created by Australian artists Lachlan Cartland and Alexander Ocias over the course of a 48 hour game jam, featuring music by sintecta.
At a time when games designed for responsive touch at all were rare, Zogma's natural controls made it a success. Jumbo Squid Productions contracted me to produce the game's toon-y pseudo-3D art, UI, marketing materials and to consult on design.
Lots of big optimisations were required to fit the smooth animations into the 3G's 128MB of RAM. Using prerendered and processed models we managed 30 actors on screen and even simple lightmapping. It was pretty neat.