Developed using RPG Maker XP between 2009 and 2013, along with a novel written for NaNoWriMo 2010. I never finished it due to a myriad of things, including feature bloat, lofty aspirations, a constantly expanding universe, and a messy workflow. It did help a lot in teaching me about what I -shouldn't- do, though.
In Project FLIPNOTIK, seven friends are suddenly warped to an unknown world in another universe, with their memories erased. Separated from everyone else, they are forced to adapt to their new surroundings, with some perfectly assimilating into their roles, others struggling with their amnesia. Through various circumstances they eventually converge in one place, joining forces to seek out the truth behind their arrival in this world while attempting to bring peace to a land embroiled in conflict.
But what happens if they discover a way to return? What if their memories are restored? Would they go back to the comfort and familiarity of their home world, leaving behind their new comrades and responsibilities, or would they stay in the world that took them in and provided a new home, a new purpose?
With the existence of a power that spans across time and space... what if the current situation is the result of the same people facing this same dilemma, years ago?
Made using RPG Maker VX Ace in 2012 for two specific persons as part of a university club event.
The main character (whichever of the two persons playing the game) enters a guild and sets off on a mission led by my character. Along the way, the player learns various things about me in real life without revealing my name. (The point is to help them figure that out.)
Demo for iOS created in 2014 for a graduate-level mobile application development course. Uses SpriteKit for the majority of its functions, primarily collision detection and sprite animation.
The demo begins at the title screen and progresses to a tutorial level which instructs players to place a soldier unit, displaying a placement grid and a circle representing the range of the unit's attacks. After placing the soldier, the player taps a button indicating they are ready, and an enemy monster is generated. When the monster comes within range of the soldier, it is attacked until defeated. The demo then ends.
Taco Sweats: A DoLoThroDo Story
Genre: Choose Your Own Adventure
Twine game revolving around DoLoThroDo (Doritos Locos Tacos Throwdown) in which your only options that advance the story in a meaningful direction (after deciding which weight division to enter) are eating another taco or giving up. You can do other things like tweet a picture, groan loudly, absentmindedly pick at some lettuce, read the nutritional info again, mentally draft a will and envision what sort of grave you’d like to have, and contemplate the thousands upon thousands of events in your entire lifetime that shaped you into the kind of person that would willingly devour several cheap, salty tacos for little-to-no reason beyond allowing others to take pleasure in your misery.
Hometown
Genre: RPG focusing heavily on interpersonal relationships
You, a wandering traveler, arrive in a quiet town after a long journey and can only stay there for one year, which -- for ease of gameplay development -- is four months in this world, each season to a month. You appear once a week, so in total, you spend 16 days in this town. The overall goal is to draw spirits back to the town, revitalizing it and giving it back its color. Stagnation permeates the town while entropy withers the landscape. The game starts out in washed-out color -- as you complete tasks and befriend the townspeople, spirits return to the town, bringing contrast back to the screen.
Technologies used: Vegas Pro, Adobe Photoshop
For my first music release in 5 years I put a lot of effort into making a crossfade preview video that is visually engaging without going overboard. I commissioned album art as well as individual song art, which was leveraged in this video.
In Vegas Pro I animated the art by changing the video track perspective and applying slow, consistent rotation by setting an initial keyframe at 0 degrees and a second keyframe further down the timeline that has a high angle of rotation (e.g. 7200 degrees).
Technologies used: Vegas Pro, Adobe Photoshop, YARG
Veto, the artist I collaborated with to produce the Sungrazer remake also worked on custom charts for YARG, a free open-source game that has similar gameplay to Guitar Hero and Rock Band.
I provided him with the background animations (the same ones used in the crossfade preview video) and he overlaid screen recordings of YARG gameplay to create the final video. A download link to the chart files can be found in the video description on YouTube.
Technologies used: Vegas Pro, OBS Studio, foobar2000
A video for a non-serious music album of mine. For this one, I collected a bunch of silly pictures off the internet and... I don't know. I don't know what happened. This happened.
The EQ visualization was created via OBS screen capture of foobar2000, which then received a zillion different effects.
I started making music in the summer of 2010, fueled by my uncertainty over leaving for college. My first Touhou arrange was actually composed in 2011 but I didn't start composing post-rock/post-metal arranges until mid-2013.
I was once an engineering physics major but after 2.5 years I decided computer science was something I'd actually like to pursue as a career. Gradually I came to enjoy coding.
I've been making mostly-dumb videos since 2008, and video games (much less often) since 2009. My other interests include tricking (see below), rhythm games, and baseball analysis.
You can contact me at dj at denshuto dot me. My blog is here. If you're here for reasons I hope you're here for (笑), my resume is available upon request.