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Showing posts from February, 2026

Grapple Go Postmortem

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Originally Posted: Dec 14, 2025      Grapple Go is the game my team and I are developing for our Mobile Game Development class at Chico State. I hold the role of programmer and my team consists of Justin Culver as producer, James Songchalee as designer, and Sophia Villeneuve as modeler. Our game is a 2D side-scrolling infinite runner, similar to Jetpack Joyride, where the player mainly interacts through the use of a grappling hook to dodge obstacles and enemies. The player's goal is to try and cross as far a distance as they can while racking up their score to be later used to buy upgrades, helping them in their next attempt.     This post is a postmortem of the entire development process across six two-week sprints. Google Play:  Grapple-Go What Went Right?      I've learned a lot during this project and I'm quite proud of the work I've done. One thing that worked out well was the constant innovation and improvement of my mechanics and syste...

BG3 Goblin Camp Scene Postmortem

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Originally Posted: Dec 17, 2025        This project is an interactive game scene recreation inspired by Baldur's Gate 3's goblin camp my team and I are creating for our Game Asset Production class at Chico State. I hold the role of lead texturer and my team consists of Julian Kroeger-Miller as project lead and producer, Els Fouché as lead programmer, and Destiny Smith as lead modeler.     This post is a postmortem of the entire development process across five one-week sprints.     My work for this project consisted of two main things: the modular scene assembly and the majority of texturing. I also modeled a few minor props and dis a couple minor VFX in the torches' fire particle effect and the blood decals Contact Sheet of Textured Props Sprint 1 In Progress Blockout      Firstly, I worked on putting together the blockout, which evolved into the final layout, of the modular environment using the templates provided by my wonderful m...