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
Bootstrapping an exciting new cross-platform project at Scopely. I’m working with an incredible team of engineers building core technologies.
The Bacon Run
Eldritch House
The Darkside Detective
The Darkside Detective: A Fumble In The Dark
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
Zip and the Misty Mountain
The Day Granddad Snozbot Exploded
Snozbot Rescue
Brave Tank
Cooking with Cthulu
Demo of Space Farm
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
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
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
I Try My Best
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
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.




