Located near Seattle, WA, Stephan has always had a passion for games and their power to deliver powerful experiences to players. He had his start learning to create source engine maps for a Garry's Mod community. He eventually moved on to learn Unity when realizing Source Engine's limitations. Since then, Stephan has been working with different indie teams developing experimental projects covering a variety of mediums. Stephan has learned quite a bit about the 'dos' and 'don'ts' of the game development process. Stephan got interested in programming due to the puzzle-like nature of solving problems. He fancies making powerful and dynamic systems that other developers can use. Today he is still looking to create fun and intriguing experiences for any who play his games, as well as to expand his knowledge.
Easily my most complex project, and the one I take most pride in. With over a year pure solo development time, the aim of the project was to be a successor to Team17's Worms Armageddon. It is a multiplayer turn based artillery strategy game. Back-end systems I created includes custom deterministic physics, destructible bitmap terrain, versatile weapon system, replay and networking system. I plan to complete this project in the future.
A mixture of tower defense and card game, Card Defense was made in one week for GameBoy Jam 5. The jam rules limited the screen resolution and color palette to just four colors. Every pixel is super important. The project's overall score in the jam was seriously hurt due to the lack of audio. Still the gameplay score was 74th out of 402 entries. While this project did not reach the strategic depth desired, the mixture of genres is promising and will probably be explored further in the future.
A multiplayer 2D physics based platformer shooter. This project was my first attempt at making a networked game, and uses what is now the legacy networking system. The game is based off of an old Garry's Mod gamemode that was super fun but under popular. This project eventually got dropped due to unsolvable input lag and poor networking backend due to my inexperience. Still I learned a lot from this project and its lessons aided me in future projects.
An on-rails shooter and infinite runner concoction. Collect powerups to move to the next area, and fight the balloon dragon. This game was super rushed due to joining a game jam late, and was made on a single day. I did a majority of the programming in this project. The coordination between the large number of developers was pretty poor I'd say. Still, its fun to play at least for 10 minutes or so.
This game was made around the idea that the primary way to kill other players is to physically knock them into hazards. The level design is inspired by old-school quake maps, and is made using the Probuilder unity extension. In this project I used the newly implemented uNet for networking, which there was, at the time, very little documentation for. I eventually ran out of ideas for new meaningful weapons that followed the game's design principle, and thus development ceased.
The idea behind this game is that you only have a single tower type with which to stop enemies. However you are periodically given items that will enhance a tower, changing its stats and behavior. Experiment with mixing and matching different kinds of items to find really potent combinations!
A platformer where your only mobility is to throw yourself. Originally an idea of a friend of mine. He did the art work, except for the background. I programmed the spiffy animations, which are entirely dynamic based off mouse position relative to the character.