A supernatural adventure game starring a group of friends who unwittingly open a ghostly rift. I was the lead engineer and a designer on a small team of four when we started development, which included me, founders Sean Krankel and Adam Hines, and lead artist Heather Gross. We turned this game around in 17 months from concept to launch, and have since earned numerous awards and nominations for it.

OXENFREE

Role: Lead Engineer; Designer

Release: January 2016

Platforms: Windows, Mac, Linux, PS4, Xbox One, Switch, iOS, Android, Netflix Games

Engine: Unity

Team Size: 4-10

Contributions overview

  • Wrote all code for the game

  • Directed technical production, collaborating with all departments to build to spec on a tight timeline

  • Designed and built a real-time branching story tool that was the first of its kind

  • Collaborated on the design of all features

  • Created all VFX and screen effects

  • Animated all UI surfaces

  • Built an AWS-powered social feature that shared certain choices with friends and the community

  • Scripted over 50% of story content and level design

  • Ported title to PS4, Xbox One, and Switch.

  • Handled submissions and store page logistics for all platforms

“Excellence in Art - WINNER”
— Independent Games Festival 2016
“Oxenfree might just be a big next step for adventure games. 9/10”
— GamesBeat
“...the most important thing is a conversation system that brings to life lived-in characters actually talking to each other instead of struggling to emerge from a turn-based dialogue game. Oxenfree is the Robert Altman of videogames. 10/10”
— Quarter to Three
“The emotional adventure game you need to know about. 8.2/10”
— IGN
“Oxenfree is a compact, fresh experience that introduces lovable characters, a phenomenal soundtrack, and one of the no doubt dopest endings this year. 9/10”
— Twinfinite
“It believes in the sinister low-ebb horror of the island to worm its way into your mind without having to crutch on a jumpscare every few minutes. 9/10”
— Destructoid

Work with me →

Contribution Highlights

Videos

We wanted to lean into real-time conversations that felt natural, and try to give the player room to interject or take some other time-sensitive action as they see fit. I built the frameworks for this system and the tools that writers and designers used to author the content and interruption rules.