Hi, I'm Chris. Welcome to my portfolio.

If you want to know more about me, click here.
If you want to play my games, click here.
If you want to get in touch, e-mail me: cjacobwade@gmail.com

Sausage Sports Club

Sausage Sports Club is a sausage-themed physics game about adorable, long-necked animals competing on a reality sports TV show! The game's focus is multiplayer, where up to 8 players can play tons of different sports games, customize their characters and unlock modes, levels, characters, skins and hats. In addition to multiplayer, the game will also have a single player/co-op mode where you can test your skills against AI.

I'm developing this game solo and it will be out 2017 on Steam, Itch.io and other announced platforms! Check it out here.

Battle Chef Brigade

Battle Chef Brigade is an action-puzzle game that mashes together the presentation and drama of Iron Chef with Dungeons & Dragon themed action-combat. I work on the game as a game programmer and sometimes designer. So far I've worked on the camera, UI, tutorials, combat feel, monster AI, platform ports and more.

Manifold Garden

Manifold Garden (previously known as Relativity) is an exploration puzzle game that imagines a universe with a different set of physical laws. I worked on the game as a game programmer, writing code in C# to redesign the structure and coupling of previous mechanics, creating and polishing new mechanics, and developing tools to help speed up development of the game. I also helped develop game visuals by writing CG shaders and doing some 3D modeling, UVing and texturing in Maya and Photoshop.

Mortal Kombat X

I worked at NetherRealm as an Associate Software Engineer on Mortal Kombat X. My time there was spent working with designers to implement new game modes and mechanics and make things feel JUST right. I also worked on parts of the engine and fixed other people's code sometimes.

PSHNGGG

A swordfight on rails, PSHNGGG is a game about impact. Two pendulums move and twirl and fight along differently shaped tracks, trying to push each other off the edges. This game was made on the 2015 Train Jam alongside Whitaker Trebella, Eric Huang and Mint. I worked on player movement, frame pausing, implementing VFX in-game and the dynamic camera. We're working on polishing up a version for full release, but you can get the game jam version here.

Pop N' Pals

A multiplayer sandbox game where up to 20 players can explore, play and interact together. Pop N' Pals was made over the course of 10 weeks wherein I did all the network code, designed and fully arted the characters and led the project's production and design. The game was chosen to show in the Jackson Junge Art Gallery in Chicago as part of Northwestern's Interplay Chicago game conference.

Wormball

A local multiplayer worm-wrestling game of keep away for 2 to 8 players. Initially made for Fantastic Arcade's Barfcade Game Jam as an experiment in game feel, runtime mesh generation and 2D physics. I had help with the music from Jake Garcia, but otherwise made the game by myself. It was featured at Itty Bitty Bash in Chicago.

Fall Awake

Fall Awake is a surreal dream sequence designed for Oculus Rift. In the game players explore a series of short, visually stunning vignettes within a Moebius inspired universe. Our focus was on creating a surreal world and evoking feelings of vanity, freedom and a dreamlike sense of serenity. Fall Awake was selected by DePaul to represent the game development program at IndyPopCon in Indianapolis, Indiana. I was the lead Programmer and designer on this project and did a lot of the art.

World Eater

World Eater is a first-person platformer set in a colorful geometric world. In the game, you leap from shape to shape avoiding a monstrous worm who's eating the world around you. This is the second virtual reality game made in an experimental technology class at DePaul. It was designed to be a VR playground for adults and to meet the following six design pillars:

  • Players Leave an Impact
  • Focal Point
  • Everything Can Have Purpose
  • Dynamic System
  • Sense of Discovery
  • No Established Goals

I was the lead programmer and designer on this project and worked with another artist and several designers to develop a consistent art style and pipeline.