ROWANWARING

FRAGILE EQUILIBRIUM

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Fragile Equilibrium is an action game of melancholic balance.

My time working at MAGIC Spell Studios on Fragile Equilibium had me mainly on a developer position the game, working on gameplay, bug finding and fixing, and optimizations of existing systems. I also contributed to the design of new features and systems such as stage-specific mechanics that alter how one might progress through a given stage, to aiding in the design of boss behaviors and sequences. I also took on writing and producing the soundtrack for the game. The game is out now on Xbox One, Steam, Itch.io, and the Windows Store.

Learn more about Fragile Equilibrium here.

Developed in: Unity, C#
Dates worked on: Spring 2018 - December 2018

PLINKO SNEK

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Plinko Snek is a somewhat-silly, interactive take on the classic Plinko game developed in Unity for Android and iOS.

This project was developed as part of a class project, over the course of about 7 weeks of production time (4 weeks for a prototype, later ~3 weeks of polish), alongside 3 other student developers. My work on the project consisted of gameplay programming, ui and menu programming, visual feedback and effects for certain level elements, as well as sound design and soundtrack composition.

Gameplay Picture #1
Gameplay Picture #2
Gameplay Picture #3

Developed in: Unity, C#
Dates worked on: Feb 2019 - May 2019

B:/CONNECTED

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B:/Connected is a narrative-driven, atmospheric 3D puzzle game about robots and AI.

The game is currently in development as a passion project with one other team member, Aidan Markham. My work on the project comes in the form of primarily gameplay programming and design for the project; with that said, in general, many hats are worn and can be considered having a generalist approach. I also am tasked with producing an original soundtrack for the game.

As of right now, the project is sadly on hiatus until both creators' schedules better align with a reasonable development timeline, at which point we will be moving forward with a publisher to commercially launch the game on Steam, Itch.io, and the Epic Games Store.

Developed in: Unity, C#
Dates worked on: September 2018 - November 2019 [On Hiatus]

AURUM KINGS

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Aurum Kings is a medieval-themed couch-competetive game.

Largely developed by a friend, Ben Hoffman, as a solo project - I later joined the project to aid first as the composer for the game's soundtrack, but transitioned into aiding in design and worldbuilding for the game as well.

Find out more about Aurum Kings on its Steam page!

Developed in: Unity, C#
Dates worked on: Fall 2017 - Spring 2018

INCANTATION

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Incantation is an analog card game where you leverage grammatical structure to form phrases of magical power to break open the treasure before your opponents (the other scholarly wizards at this lock breaking competition).

Made as group project consisting of multi-disciplinary team of five people over the course of about five weeks. My primary role for this project was lead design, tasked with overall design of gameplay mechanics, theme / feel, and balance for the game.

Here's what a typical card might look like:



See the playing board / one-page design doc here!

Dates worked on: Winter 2018

DIRIGIBLE DERBY

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Dirigible Derby is a casual/whimsical-themed couch-competetive game involving popping your friends jet-powered spike-equipped balloons with your jet-powered spike-equipped balloon.

Made as group project consisting of multi-disciplinary team of five people over the course of about five weeks. I contributed to design, development, and audio design and soundtrack composition.

See the one-page design doc here!

Developed in: Unity, C#
Dates worked on: Spring 2018

THE SKINSUITE

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The SKINSUITE is a collection of short-form, rapidly-iterated games (of all types).

Originally started as weekly One-Hour Game Jam games, together, with Aidan Markham, we create a game in about one hour. Since we've started, we've created nearly 20 games, with many more to come - and The SKINSUITE is our current project to consolidate all the games into one environment, a launcher, that will provide convenient access to all current and future games in the series. My contributions to the project are focused on game design, audio/sound design, and soundtrack composition.

You can find the separate games here on Aidan's Itch.io page!
The SKINSUITE itself isn't out yet, but it's nearing beta!

Developed in: Unity, C#
Dates worked on: Fall 2017 - Present

GRAVBATTLE

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GravBattle is a simple local one-vs-one browser action game where you try to eliminate your opponent through combat, and the clever usage of gravity-flipping boots.

Made in HTML/CSS and JavaScript for a class project in a team of two. My primary contributions to the project were gameplay programming, game design, audio/sound design and programming, and soundtrack composition.

If you're not on mobile, you can play the game here!

Developed in: JavaScript, HTML/CSS
Dates worked on: Spring 2018

GFPP&F

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GFPP&F, or Games For People with Phones & Friends is a proof of concept for a suite of games, much like something you may see in Jackbox Party Packs, where there are are a collection of games you can play in a social setting with friends on your phones.

Made as group project consisting of multi-disciplinary team of five people over the course of about five weeks, we successfully created one networked game that runs on Android, a game where you shake your phone to pop a can of fizzy drink before your friends do. The door is still open for other ideas we had brainstormed... I contributed to design, development, and audio design and soundtrack composition.

See the one-page design doc here!
Note: links and stuff in the doc probably don't work anymore

Developed in: Unity, C#
Dates worked on: Spring 2018

BATTLE FOR THE SHIFTING HILLS

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Battle for The Shifting Hills is an analog one-vs-one turn-based strategy game where you face off against an opponent on a randomly genereated map of square tiles (each a type of land that may provide a tactical bonus) in attempt to capture their Headquarters, or eliminate all their troops.

Here's an example of a land tile:



Made as group project consisting of multi-disciplinary team of six people over the course of about five weeks. I aided in design and development for the project.

Dates worked on: Fall 2017

HAVOC & FORTUNE

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Havoc & Fortune is a roguelike dungeon-crawler.

Made as a first-year group class project consisting of a team of three people over the course of about ten weeks. I was the team lead who also led the design and majority of development for the project, planning out architecture, designing mechanics and features, and the implementation of them.

Developed in: MonoGame, C#
Dates worked on: Spring 2016

MANSION MAYHEM

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Mansion Mayhem is a top-down action game with RPG-like elements set in a sprawling haunted mansion.

Largely developed by a friend, Alex Hazen, as a solo project - I've joined the team for a semester to aid in Gameplay Programming, as well as producing some original soundtrack content.

Developed in: Unity, C#
Dates worked on: Fall 2018

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