My Games

My Games

I’ve been developing games since 2013, at various levels of seriousness to [start with}(/posts/gamejam-1-0-i), but it became my day job in 2015. I track my professional achievements over on my cv but below is a fairly exhaustive set of games I have published or worked on anywhere.

My Games: Collected Games

Unannounced Scopely Project

March 2025 @ as Engineering Manager, Client

Bootstrapping an exciting new cross-platform project at Scopely. I’m working with an incredible team of engineers building core technologies.

The Bacon Run

August 2023 @ as Co-Designer & Programmer

Eldritch House

April 2021 @ as Senior Unity Developer

The Darkside Detective

April 2021 @ as Senior Programmer & Interim Tech Lead

The Darkside Detective: A Fumble In The Dark

April 2021 @ Spooky Doorway as Senior Programmer & Interim Tech Lead ✔ Released

Sequel to the much-loved point-and-click adventure game The Darkside Detective, released on all major computer and console platforms.

I also contributed some story and design to one of the cases – make the mistake of asking me and I’ll tell you alllll about it!

  • 🏆 Winner: Best Technical Achievement, Imirt 2021 Awards
  • 🏆 Winner: Game of the Year, Imirt 2021 Awards
  • 🏆 Winner: Best Narrative, Imirt 2021 Awards

Available to buy

Empire of Sin

December 2020 @ as Unity Developer

Zip and the Misty Mountain

January 2016 @ as Unity Programmer

The Day Granddad Snozbot Exploded

January 2016 @ as

Snozbot Rescue

January 2016 @ as Narrative Designer & Unity Programmer

Brave Tank

December 2015 @ as Narrative Designer & Programmer

Cooking with Cthulu

A funny narrative game with a fun mechanical twist, I worked on this with Chris Gregan and Emmett Corrigan. It was great craic building simple story-based games with Fungus, and tuning the wacky cereal minigame.

Cooking with Cthulu

November 2015 @ as Narrative Designer & Programmer

Cooking with Cthulu

A funny narrative game with a fun mechanical twist, I worked on this with Chris Gregan and Emmett Corrigan. It was great craic building simple story-based games with Fungus, and tuning the wacky cereal minigame.

Demo of Space Farm

September 2014 @ as Narrative Designer & Unity Programmer

Welcome to the demo of Space Farm. The nice people at Snozbot who own the intellectual property have given me permission to make this demo available on a limited basis, hence the private link and the password. Thanks for getting this far :-)

Below is a web-player running a version of the game. The build was made with the beta version of Unity 4.6, so if you haven't got that version of Unity installed, it may not work properly. If that's the case, you can download the game for your preferred platform after the web player.

N.B. If playing in the web player, please right-click and select Fullscreen.

[unity src="4325"]

[box style = "download"]Download Space Farm Demo: Windows / OS X / Linux[/box]

This Version

PriortyPass

This is a snapshot of the game taken in early August. We have since made some drastic design decisions about how and where to add content, so the version in active development is too rough to show.

My Contribution

Swampwip

I came on board when the structure of the game had been outlined, but there was still very little to do when playing. I worked with Chris Gregan, the original creator, to come up with extra content, including story beats, puzzles, flavour text, jokes, dialogue and more. The art has all been created by Terry Kenny and the music and audio is by Jason Farrell.

Moustache Task Course

April 2014 @ as Co-designer

I Try My Best

November 2013 @ as Designer & Writer

Hung Over at Twine Jam

Play: Published / Work In Progress

The game is written in Twine, so it's a game-like Choose Your Own Adventure story. Studying game development at the moment, I wanted to exercise my newfound coding confidence and stretch my design muscles, but I also wanted to make something that was in some way personal, even if it wasn't about me exactly, I wanted it to be definitively mine. I wrote the game as part of the Dublin Twine & Jam.

Some points of note:

  • There is a slightly dynamic headshot with a confidence level at the top of each page past a certain point in the story.
  • Each confidence level has a bank of random quotes that could be applicable to that frame of mind.
  • You will read the story very slightly differently (only one or two passages) depending on your gender and sexual orientation.
  • Though it is buggy, there is an adventure-game-style puzzle in the living room of the party.
  • There is a timing element established early in the story to set up a not-yet-implemented flirting mechanic later on, to keep the game exciting.

Currently Working On:

A design doc to tease out the rest of the story with the priority on flirting with the girl on the couch.

 

Recent Updates:

  • 26th November 2013
    • Fixed coding bug for living room puzzle.

Red Baron

October 2013 @ as

Red Baron V03

Download: PC / Mac / Design Doc

This game is a simple scrolling shooter. The core gameplay was quite simple, so I added a couple of fun dynamics;

  • Each bullet costs you one point.
  • When you fire a bullet and have no points left, it will do you one unit of damage.
  • When you hit 100 points you will fire three bullets instead of one.
  • The higher your score, the higher your rate of movement.

Please note that the design doc is for the earliest version of the game, which used a lot more randomisation and was missing the mechanics I've mentioned above. It's worth looking at for comparison, if you're interested.

The game was made in Game Maker 8.1 for Mac and then exported from the Mac and PC versions. The design document was made in Scrivener.

Maze Runner

April 2013 @ as Designer & Programmer