Apoplectic
A rhythm bullet hell about freeing a band from its demon agent. Winner of Mini Jam 219, with attacks timed to the music.
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A few games that best show how I design, program, and build ideas with small teams.
A rhythm bullet hell about freeing a band from its demon agent. Winner of Mini Jam 219, with attacks timed to the music.
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A social-deduction card game where AI opponents lie, track claims, and call out suspicious players.
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A narrative dice roguelike where crew, choices, and faction relationships reshape each voyage.
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A mouse-only arcade game about laying track, rerouting passengers, and fixing mistakes while the train keeps moving.
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More about me →
I'm Harrison. I'm a Computer Science student at the University of Oregon focused on systems / game design and gameplay implementation.
Most of my experience comes from game jams and small teams, moving between design, programming, writing, and getting a finished build out. GameMaker / GML is my main engine. I’m also proficient with Unity / C# and currently learning Unreal Engine / C++ through a new prototype. I like stories that change what players do or care about, and I write short fiction outside of games, too. I was born in London, grew up in California, and now study in Oregon.
More about me →I build rules that give players something to figure out. In Shuddap, personality, trust, and memory make Bruce and Sal play the same card game differently.
Shuddap: inside the AI →I design encounters and build them in-engine. In Apoplectic, I timed laser sweeps and escape routes to the guitar breakdown.
Apoplectic: music into encounters →
I use playtests to find what is worth keeping. In Train Track Trouble, I kept a fun looping exploit but made it wear down the rails.
Train Track Trouble: keeping the exploit →I write characters, choices, and consequences. For Biscuit Bandits, I rewrote 45 encounters and connected recurring faction stories so a shuffled voyage still has a payoff.
Biscuit Bandits: an authored voyage →GML
C#
C++