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”
“Oxenfree might just be a big next step for adventure games. 9/10”
“...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”
“The emotional adventure game you need to know about. 8.2/10”
“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”
“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”
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.