Category: Portfolio

A Robo-repair simulator for mobile devices!

Little Broken Robots is a game that been a long time in the making. The original prototype started out as a post apocalyptic zombie survival game, which is far different than what it is now. You can see the visual progression of the game HERE. LBR has been hand crafted with as much love and time that we could put into it, and then some. We’ve filled it with secrets and polish that really makes it feel like a living thing, rather than a minimalistic puzzle game that the App Store is filled with. We hope that you love playing it as much as we loved making it.



An Adventure Game Based Around Ice Climbing and Grappling. Winter is Here…

A game where you play as a stranded climber during the beginnings of the Lustrum, an ice storm that wipes out humanity every 100 years. You have the power to stop it…….if that is really what you want. Made with the very talented Jack Zackowitz @crabowitz as a fun side project that we are seriously dedicating some time to. Like, for real, we met up over a weekend, okay? Demo to come soon. :D






A jousting, card battler that @SimianLogic and I made for the Ludum Dare Jam. WHOOP WHOOP! Build a jouster, battle for King, RULE THE WORLD!

A Strategy / Lane Defense Mobile Game where you Defend your Dam!



Another Dragon Army game. Wooh! I worked closely with another artist on all of the content for this game. You play as a grouchy ole’ beaver defending your dam from brainwashed woodland creatures. Check out the Trailer and music video below! That’s right, music video. :)

Images provided by Dragon Army with permission.

Simple snake-like game.



This is a game done while at Dragon Army. The goal was to crate a quick game with simple interactions and a unique visual style. Another artist and I got to work and quickly came up with some styles to based off of the original prototype and slapped ‘em up on the wall to critique. Here’s what we had:

PT concepts1

Initial Concept Art for Paper Trail

We really like the feeling that the negative space gave us in the latter concepts so we went with that “void” feeling and came across our second iteration.

 PT concepts2

Second iteration on Concept

We really like the feeling that the negative space gave us in the latter concepts so we went with that “void” feeling and came across our second iteration.

Now that we had a visual style, we pushed it into what it lives as today. :D

PT concepts4

Images provided by Dragon Army with permission.

One Sweet Robotic Adventure! Defend Citizens from Robotic Invaders that want to steal that Delicious Ice Cream!.



This is a game for iOS that was funded by Kickstarter in 2011 and has been heavily in the works ever since. I joined the team in 2012 and am currently creating 2D and 3D content for the game, as well as designing gameplay mechanics, enemy waves, weapons, and planet layouts. This is a very large scope game that is being designed by a very small team. We have come a very long way since the first prototype and hope to release as soon as possible.

In Robots Love Ice Cream you play the role of an intergalactic, ice cream delivery truck driver, armed with weaponized ice cream to protect your paying customers from robotic invaders. You can customize your truck with unique weaponry and equpiment and travel to different planets across the galaxy, each with its own unique mechanics and enemies.

rlic banner art

Banner Art for RLIC

As your efficiency and planetary score go up, so does your score on the leaderboards. Using the Sprikletonium(SK) from destroyed robots, players can upgrade their weapons and equipment to better accommodate their play style. From the Boomsicle to the Brain Freeze, each weapon offers a different approach to defending each planet’s citizens which is essential to get a sweet score.

We’ve recently done a lot of work on UI and player interaction by introducing the store and a new control scheme that is much more user friendly. We have also introduced platforming as a mechanic which nicely breaks up the once clean and endless surface of any given planet.


Postcard giveaway for PAX Prime 2013

Being a game for mobile, all of the assets need to be as efficient as possible. I have learned a lot about the constraints of mobile during this project and all of the assets are min-maxed to get the optimum performance with the least cost.

Images provided by Dragon Army with permission.

Sexy Sprayer for iOS.

Check it out on the App Store now! Also, here is a list of some interesting publicity and reviews:

“Simply amazing ” 5/5 - by sdimmick

I can’t get enough of this game. I feel like there’s always a better, faster way to beat each level. The concept and the artwork are just hilarious. A+, will be playing for quite a while.

“Awesome.” 5/5 - by God Slayer

Found out about this game through the story on Kotaku. Congrats on approval!

“Sick!” 5/5 - by Schibo4

Probably what Gauntlet looks like on an acid trip.

“Slightly addicting!” 5/5 - by Jake_of_atl_trades

Every time you get a little further it gets weirder and you have to play more. Definitely a good one. Great retro music and graphics.

“It’s Getting Hot in Here” - by WDGP

The best early plot twist in videogaming this year, or perhaps any year…VIDEO





Hot Mess is a game by Secret Library. In Hot Mess, you play the role of a malfunctioning, fire-fighting robot who mistakes the fires of love and compassion for those which he needs to extinguish. You run around spraying naked people…that’s the pitch.

The game plays top-down in perspective with front facing sprites, and has a vibrant and contrasting color pallet. You play through many different “love motels” and extinguish the lovers within them, causing them to fall into a damp anger as you have ruined their passionate evening. Extinguishing lovers causes you to “boost” with computastic glee and trample anything in your path for just a few seconds. Spraying lovers while boosting causes a “chaining” effect causing an infinite boost which is key to completing a level in as little time as possible.

Here’s some art and stuff.


(Bouncer Robots: Idle and Chasing)




(Lovers: Idle)


(Player: Movement)

Images provided by Secret Library with permission.

Social music creation game on Facebook. Created venues, UI elements and animation pipeline for characters.

While working at Mowgli on Songster I was resposible for the creation of most of their 2D art for the game. I created many venue backgrounds for the player to perform on and the outfits that she could wear. I also defined their animation pipeline and created the templates necessary to get all of the content into the game at the lowest cost possible. After deciding to implement a map system, I created the in-game map and all of the content that would be used for venue branding such as the buildings and banners. I was also responsible for creating modular interstitials, such as when a player Levels Up, where the rewards and content could be procedurally generated, as well as Facebook ads and email announcements.

Made with UDK game engine. Created all models and textures.

This is a level designed in UDK as an MMO hub. I created all 3D and 2D content for the project and focused on challenging myself to create low-poly content with hand painted textures and lighting. I took a family trip through Tennessee around this time and saw a lot of Alpine inspired architecture. I began creating concepts for how the environment should feel based on the main characteristics from these buildings. I exaggerated certain elements to give it a fantasy-like quality.

Level design by Chris Miller.

Creating all 3D content and Textures.

We started this project as an entry to the Ouya Create competition and have kept working on it since. We came into the competition a bit too late to get it completed in time but we believe that we have something worth continuing to work on. As the title suggests, it plays as a homage to Smash TV with procedurally generated rooms and the addition of upgradable weapons and perks for each player. We are also introducing a proximity mechanic which we call auras. Players within a certain distance to the activated aura get the temporary buff that it gives.

The art style was super rushed to begin with to fit into the constraints for the competition. We’re still playing around with different themes and concepting different styles but whatever we decide on will be well worth the time spent. We’re still working on it so stay tuned.

Game Design by Patrick Rossetti. Programming by Burton Posey.