Game Design
For almost as long as I can remember I've made games. Outdoor games. Computer games. Board games. Card games. Games for kids. Games for adults. Games just for me. And more recently, games for the general public that I'm actively selling (or trying to!)
For more details on my game design work, please visit TriplePointGames.com
In 2014 I founded Cubescape, a Melbourne company that builds Escape Room games (see this page). We built an operating system for taking multiplayer stories in a plain text format and turning them into an event-driven experience that seamlessly connects hardware and software to blend the real-world with the virtual. More simply - we build indoor entertainment centres with lights, sounds, smoke machines, lasers, and all manner of crazy gadgets, all of which is co-ordinated by control software that lets us tell engaging stories to multiple groups of participants at once.
On the analogue front, I also develop tabletop games (boardgames, card games, and so on). I develop these games as design experiments, so while I may be excited about one in particular whenever you see me, I shelve things quickly if they're not working out. For example, Dodgy Wiring is a great concept for teaching the skill of debugging, but the game (in my opinion) contains a fatal flaw I've been unable to resolve. It probably works better as a digital game than a competitive tabletop concept. But I wouldn't be in the slightest bit surprised if the mechanics surface later in another of my ideas - after all, the original ideas of Dodgy Wiring came from a puzzle I built for Cubescape! Spelled, Evil Robots, and Half the Battle are the closest of my games to publication.
For more details on my game design work, please visit TriplePointGames.com
In 2014 I founded Cubescape, a Melbourne company that builds Escape Room games (see this page). We built an operating system for taking multiplayer stories in a plain text format and turning them into an event-driven experience that seamlessly connects hardware and software to blend the real-world with the virtual. More simply - we build indoor entertainment centres with lights, sounds, smoke machines, lasers, and all manner of crazy gadgets, all of which is co-ordinated by control software that lets us tell engaging stories to multiple groups of participants at once.
On the analogue front, I also develop tabletop games (boardgames, card games, and so on). I develop these games as design experiments, so while I may be excited about one in particular whenever you see me, I shelve things quickly if they're not working out. For example, Dodgy Wiring is a great concept for teaching the skill of debugging, but the game (in my opinion) contains a fatal flaw I've been unable to resolve. It probably works better as a digital game than a competitive tabletop concept. But I wouldn't be in the slightest bit surprised if the mechanics surface later in another of my ideas - after all, the original ideas of Dodgy Wiring came from a puzzle I built for Cubescape! Spelled, Evil Robots, and Half the Battle are the closest of my games to publication.
Early box-art for Spelled.
The Longest Road - A tile-placing game similar to Pipe Dream except that the aim is to create the longest possible road. Since your score is also based on this however, this has the unfortunate consequence of making the path planning NP-Complete...
Road to Nowhere, the physical board game.
Flock Off! - a game of herding sheep. Made in 2021 in Unity, based on an idea I had almost a decade earlier.
Mid-game shot of Half the Battle (prototype pieces)
Spixels, one of my first games, made when procrastinating during my undergraduate studies. The green squares ("Spixels") use a multi-agent anytime path planning algorithm to race towards a goal point. Whenever a Spixel fails to improve its plan within a rendering frame, it loses health and turns more red. The aim for the player is to alter the map and manipulate the goal such that path planning takes a long time to compute, and the Spixels die before reaching the goal.
Box art for Half the Battle
An OpenGL demo written from scratch entirely by myself, as a unit test of OpenGL running inside wxWidgets.
Prototype cards for Spelled
Evil Robots Sell Sheet
Spelled Sell Sheet
Evil Robots Box Contents