Mike

Game developer in Ontario, Canada, with 9+ publicly released games made solo, in small teams, and on contract. I build prototypes fast and find the route to a core mechanic that holds up. Programming work centres on 3C, AI behaviours, interaction systems and inventory.

Prior to game dev, my career was spent designing processes and systems in healthcare and manufacturing environments, which is where the documentation habit, the rule-set thinking, and the skills for running collaborative sessions come from.

Mike

Commercial work

Cellar Creek

Solo development · Steam · Targeting 2026

A small open world built from custom tilesets and bespoke set pieces, where a dog digs trails, sniffs out secrets, and earns Scout Badges.

Contributions

Character, camera and control system built on finite state machines and tuned to feel toy-like; a quest, dialogue and reward loop tied to ability progression; creature and NPC AI with shared state machines plus per-species behaviours for flying, herding and following.

Pixel Washer

Seven-month contract · Targeting 2026

A cozy, zen-like game about power washing pixelated worlds clean. I joined the team to design levels, content, and balance the economy.

Contributions

Level, content, and economy design: over 50 levels taken from whitebox to polish, mechanics and puzzles built around the washing pixels, economy and progression balancing, plus the planning workflow the team used for level and economy work. Also drafted prototypes for unannounced content.

Design docs

My Mochi 97

Solo development · Android · August 2025

A virtual pet that brings the tactile feel of a 1997 handheld to a touch screen. Averaging 4.6 stars with 75% day-seven retention.

Contributions

Touch interactions designed to simulate physical handheld toys; a pet simulation whose behaviours and events vary with how it's cared for; four mini-games including fishing and an ice cream shop sim; shop, inventory and save systems; rewarded ads and in-app purchases.

Game jams

Selected entries

Littleblade and the Forest of Elements

Game jam · Small team

A skill-tree twist on auto-battler RPGs. Praised by judges for its combat system, art style, UI and sound design.

Contributions

Design: co-designed the core concept; owned combat layout, UI and story.

The Last Expedition

Game jam · Solo

Underwater stealth survival-horror. Scavenge equipment to defend a deep sea base. Recognised for aesthetics, sound and story progression.

Contributions

Design and programming: story progression, open level design, player interactions, UI, sound and VFX; built the 3C, AI behaviours, dialogue, inventory, quest system and physics.

Harvest Gloom

Game jam · Small team · Rated #1 overall

Play Cthylla, daughter of the recently deceased Cthulhu, harvesting humans to keep the family business going. Took first in Overall Rating, Uniqueness, and Enjoyability.

Contributions

Design: core loop, combat, progression / balance, and sound.

Design docs

Bleeding Edge

Game jam · Rated #7 overall

A mythical army lays siege to the Empress' palace. Use parries and the blood of enemies to strengthen your resolve in this samurai side scroller. Top ten for fun factor and visuals.

Contributions

Design: core gameplay, level design, scenarios.

Design docs

Descent Into Lost Dimensions

Game jam · Solo ·Top 25 of 1000 entries

An isometric puzzle adventure through an ancient tomb, built around a 3D-to-2D perspective mechanic.

Contributions

Design and programming: player interactions and the 3D-to-2D mechanic, puzzle and event systems, dialogue system, level layout, plus art and sound.

Design docs

Prototypes

Mechanics experiments

The Last Expedition, expanded

Prototype · 2024

Expanded the jam build into a larger stealth prototype.

Highlights

Third-person aiming with Z-locking, a branching map built filled with environmental interactions to reward stealth, O2 tanks and generators gating access to new bases, and complex behaviours to create an ecosystem of sharks, divers, crabs and fish.

Zombie Hopper

Prototype · 2022

A 3D platformer about jumping off zombie heads.

Highlights

Build up momentum points with well-timed jumps and rail slides. Use them to jump higher or perform dive-bomb attacks that breaks obstacles and displaces enemies.