Hi, I'm Chris!
I’m a game designer, programmer, and artist interested in the emergent potential of games and especially in expanding the boundaries of what games can do.
In 2015, I founded Luckshot Games with the goal of building well crafted, experimental, and personal games. In 2018, I released my first title Sausage Sports Club on various platforms and am now leading a team to build Big Hops.
If you want to play my games, click here.
If you'd like to chat, get in touch by e-mail or twitter.
Big Hops
Big Hops is a froggy action-platformer focused on deep movement and emergent gameplay. Use parkour and your tongue to explore 8 huge, colorful worlds full of charming animal friends. Discover a huge range of surprising, playful interactions with gadgets and veggies.
I’m directing Big Hops along with doing much of the programming, design, marketing, bizdev, etc and am working with an amazing team. This one still has a while in the oven, but I post somewhat regularly on twitter.
Sausage Sports Club
Sausage Sports Club is a physics game about floppy animals playing sports! It's great for competitive multiplayer with up to 8 friends and also has a replayable single player/co-op campaign and explorable overworld. You also unlock tons of customizations in characters, skins, and hats as you play. It's out now on Nintendo Switch, Steam, Itch.io, and Humble!
I did all the programming, art, design, marketing, and bizdev stuff and had help from some amazing folks on music, sound design, and QA. I wrote a series of blog posts about the development process which you can read here.
Vacation Simulator
Vacation Simulator is a hilarious, accessible, sandbox-physics VR game where you explore, play, and make memories in a colorful, interaction-dense world. I worked on the game as a designer, programmer, and sometimes artist. I touched lot of parts of Vacation Simulator including interaction design, emergent systems design, gameplay programming, level design, joke writing, shader programming, optimization, 3D art, and putting out fires.
I gave a GDC talk about the game’s emergent systems here.
And wrote for PlayStation’s blog on the same subject 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 worked on the game as a game programmer and sometimes designer. I worked on the camera, UI, tutorials, combat feel, monster AI, platform ports, and more.
Manifold Garden
Manifold Garden 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. While there, I worked with designers to implement new game modes and mechanics and make things feel good. This was a mix of working in C++ and in-house scripting language MK-script.