Fossil Sweeper
Involvement: February 2021 - Present
Status: Active development, Prototype released
URL: https://fossilsweeper.jbushproductions.com
URL: https://www.youtube.com/watch?v=YD-_5zHiok0
URL: https://cheeseness.itch.io/bonesweeper
Early in 2021, I prototyped a game that reframes classic Minesweeper gameplay as excavating fossils of mesozoic animals, and exposes some progression via being able to assemble fossils into skeletons.
A the end of 2021, I was given a small grant by Screen Tasmania and went into production on a "full game" based on the Bonesweeper prototype, expanding the concept with an interactive world map, a third person museum phase, cusomiseable avatars, and additional gameplay.
In 2023, the working title of "Bonesweeper" was retired in favour of Fossil Sweeper.
I am currently aiming for a 2023 release on Linux, MacOS and Windows.
- Game design
- Programming
- 2D art
- 3D art
- Foley
- Prototype music
In the Snowy Winter's Wake
Involvement: November 2014 - Present
Status: Unreleased, ongoing development
URL: http://winterswake.com
For the third 7 Day First Person Challenge, I prototyped a first person interpretation of a text adventure, attempting to re-create the kind of player-imagined experiences I recall from text adventures and books in a new and interesting way.
The result is a single verb point and click adventure with "mouselook" controls and text descriptions rather than graphics. Positional audio and background tinting provide additional orientation cues and help instill a sense of presence.
I am currently aiming to release Winter's Wake on Linux, Mac OS and Windows. Development is currently low priority behind other projects.
- Game design
- Engine programming
- Cross platform programming
- Writing
- Initial sound design
Bat Egg
Involvement: March 2021 - Present
Status: Released
URL: http://bategg.twolofbees.com
URL: https://cheeseness.itch.io/bat-egg
Fulfilling promises from 2019, I created a long-planned flapformer game in which players must manage momentum, gravity, and stamina as a cute bat egg searching for its family.
- Game design
- Programming
- Writing
- 2D art
- 3D art
- Foley recording
- Initial music
- Trailer and promotional materials
Hive Time
Involvement: May 2019 - Present
Status: Released
URL: http://hivetime.twolofbees.com
URL: https://cheeseness.itch.io/hive-time
URL: https://www.youtube.com/playlist?list=PL57oGW0nMcYOJ3Uvu3es3zSDbWj7edirn
Hive Time started development as a 10 day game jam project created in collaboration with Mim at the end of April 2019. Following a positive reception to the jam prototype, I continued to work on the game until its eventual release in December 2019.
In addition to to general development summaries and a stream per month, I also kept a dev blog during development talking about additions/changes and the intent behind them.
In the year following release, I shipped a bunch of maintenance patches and content updates.
- Game design
- Programming
- Writing
- 2D art
- 3D art
- Foley recording
- Promotional materials
- Post-release content updates
Ruben the Claw Troll
Involvement: March 2018 - May 2018
Status: Released
URL: https://steamcommunity.com/sharedfiles/filedetails/?id=1329533230
URL: https://cheeseness.itch.io/ruben-the-claw-troll
URL: https://www.patreon.com/posts/19378255
While working with Defiant on getting mod support ready for public consumption, I created an encounter chain exploring feelings and reflections on sharing life with a pet. Ruben The Claw Troll reimagines and reframes some of the real-life adventures of a labrador named Frodo.
- Encounter design
- Card art
- Writing
- 2D art
The Away Team
Involvement: July 2017 - Present
Status: Released
URL: http://awayteam.space/
URL: https://underflow-studios.itch.io/the-away-team
URL: https://store.steampowered.com/app/426290/The_Away_Team_Lost_Exodus/
URL: https://underflowstudios.com/the-away-team-lost-exodus-redesigning-the-argo/
URL: https://www.underflowstudios.com/the-away-team-lost-exodus-making-memories/
In 2017, I discovered a text-focused sci-fi game that I really liked. Eager to assist with resolving some Linux issues, I approached the game's lead developer about helping out, and eventually made an expansion-scale update aimed at solidifying and enhancing the game's existing identity.
- Mac port
- Game design
- Programming
- Writing
- 2D art
- Foley recording
- Promotional materials
Cloud Courier
Involvement: September 2021 - Present
Status: Prototype released
URL: https://cheeseness.itch.io/cloud-courier
In Setpember 2021, I participated in the Stop Waiting For Godot Jam, creating a small game about delivering packages in a hot air balloon for villagers who live on floating islands in the sky.
After some time to reflect following the jam, my collaborators and I decided that we'd like to expand Cloud Courier into a slightly larger project, which we expect to grow slowly over time.
- Game design
- Programming
- Additional 2D art
- Foley
Honeycomb CRUNCH
Involvement: May 2019
Status: Released
URL: https://cheeseness.itch.io/honeycomb-crunch
URL: https://gitlab.com/Cheeseness/honeycomb-crunch
Sources Available: LGPL3, CC BY 4.0 Assets
For the May 2017 Tasmanian Linux User Group meeting, I gave a talk/demonstration on making games with the then-recently released Godot 3.1 engine. In preparation, I created a small avoid-the-obstacles game that I could do a code walkthrough of, and did a public release of sources.
- Game design
- Programming
- 2D art
- 3D art
The Spicy Meatball Saves The Day
Involvement: March 2017 - September 2017
Status: Released
URL: https://cheeseness.itch.io/spicy-meatball
Early in 2017, I created a lightly comedic superhero adventure game in the Icicle Engine for the Linux Game Jam.
Later in the year, I shipped a slightly more polished version along with a trailer.
- Game design
- Programming
- Writing
- 2D art
- Additional sounds
- Promotional materials
Supply Chain
Involvement: March 2020 - June 2020
Status: Released
URL: https://cheeseness.itch.io/supply-chain
URL: https://gitlab.com/Cheeseness/supply-chain
Sources Available: MIT, CC0 Assets
As part of introducing a friend to game development and the Godot engine, I pulled out a minimalist management sim game concept and went through the process of creating it together. In addition to releasing the game itself, we also released its sources and assets.
- Game design
- Programming
- 2D art
Colossal Cave Adventure - Icicle Edition
Involvement: October 2016 - Present
Status: In development, demo builds available
URL: http://adventure.icicle-engine.org
URL: https://cheeseness.itch.io/colossal-cave
Colossal Cave Adventure - Icicle Edition is an Icicle engine remake of the 1976/7 terminal based text adventure game Adventure (also known as ADVENT, Colossal Cave and Colossal Cave Adventure), originally developed by Will Crowther and expanded by Don Woods.
This iteration of Adventure is being created as part of The Year of Adventure to celebrate Adventure's 40th anniversary. The Icicle engine exposes text oriented content through first person mouselook style controls and provides single verb point-and-click adventure style mechanics in place of a text parser. Colossal Cave Adventure - Icicle Edition aims to hold true to the spirit and atmosphere of the original game, but does make some content and puzzle concessions in order to fit better with the Icicle engine's interface and structure.
- Engine development
- Tools development
- Additional writing
- Website development
- Packaging
Hidden Star
Involvement: April 2016 - Present
Status: In development, prototype builds available
URL: https://cheeseness.itch.io/hidden-star
URL: https://github.com/Cheeseness/hidden-star
Source Available: GPL3
Initially created for LOWREZJAM 2016, Hidden Star is a space exploration/trading/combat game presented at 64x64px.
- Concept art
- Created visual assets
- Writing
- Programming
- Platform specific packaging
FLAT
Involvement: June 2012 - Present
Status: Released, ongoing development
URL: http://flat.jbushproductions.com
Source Available: GPL3
FLAT began as a game created for the 7 Day First Person Challenge in June 2012, a week long event in which I attempted to create a game from scratch with a team consisting of two other developers. During the event, I focused primarily on creating art assets in Blender and then batch rendering out to 2D sprite sequences using an array of cameras at set angles.
In the week following the 7DFPS event, I added additional features, art assets and gameplay fixes to make a more polished "post-7DFPS" build available. I also worked with composer Anton Riehl, who had offered to write a score for the game, and implemented a simple context sensitive music system.
In July 2012, we decided to release FLAT under the GPL in order to give others the opportunity to learn from or improve the game.
- Created art assets for enemy skaters, pulse dragon, player weapons, environment crystals, and background elements
- Voiced player and enemy pain sounds
- Implemented music system
- Game design, testing and balancing
- Packaged Linux release builds
- Ongoing maintenance
Crab Lab
Status: Concept
Crab Lab will be a small scale 2D puzzle game.
Unannounced Portal 2 Mod
Status: Concept
During 2012, I wrote a treatment and produced storyboards for a short Portal 2 mod which follows the experiences of a trapped Aperture Science employee around the time of GLaDOS' neurotoxin incident in a manner that pays homage to Valve's style of storytelling.
It's my intention to collaborate with a small team of other artists/developers, and the schedule for this project will depend on the convergence of availability.
Unannounced First/Third Person Exploration Game
Status: Concept, ongoing development
In 2012, I began concept work on a multiplayer first/third person exploration/puzzle game with another developer with whom I've previously collaborated.
At this stage in development, we are anticipating using Unity 4 and targeting Windows, MacOS and Linux.
- Game design
- Concept art
- Story treatment
Fotham
Status: Unreleased, ongoing development
Fotham is the codename for a small scope mutliplayer top-down shooter developed by Valiant Systems.
Currently I am the only active developer on project Fotham.
- Game design
- Concept art
- Initial prototyping
Unannounced Linux Release
Status: Unreleased, ongoing development
Involvement: December 2012 - Present
Towards the end of 2012, I was invited to assist with publishing a Linux verion of an existing indie game.