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Portfolio

Hi! Thanks for coming to visit, hope you're doing well!

Most thumbnails are links to playable in the browser versions of the projects!

Table of Contents

Completed Games

Recent Projects

3/21/2024: Spice Collector Paper Prototype

Spice Collector
A paper prototype for a two player dune spice collector themed board game. Harvest spice, draw worms around the board to your advantage.
Rules

11/18/2022 + 6/6/23: PlayDaPon

PlayDaPon
"The classic 16-bit action puzzle game brought to your playdate in vivid 1-bit color". Completed with Steve Lavietes. See the Announcement Devlog for a write up on how we took the codebase from a genesis/megadrive version of the game to playdate. 06/06/2023 Update: Now available on the Playdate store with a new time attack mode and high score tables!
Playdate Store
Announcement Devlog
Youtube Review by the Playdate Player

10/26/2022: Procedurally animated eyeball creature

Bezier Eye Creature
I spent some time in 2022 playing around with procedurally animated characters and little character tests that were lightly interactive, including some work building quick reference characters for work projects that could help animators understand how unusual creatures could move and feel by being more puppet like. I made this creature around halloween time based on a neat quadratic bezier trick for doing cables. Instead of cables, I used them to build legs which would move around based on your mouse input, using the springs to give them some secondary animation with bounce and weight.

8/3/2021: Ecto Scan

Ecto Scan
A game built for an episode of a TTRPG campaign I was GMming in the ghostbusters RPG system. A retro-style four player game in which the players collaborate to find the source of a strange signal in 1985 san francisco.
Post Mortem

3/14/2021: Rescue Roguelike

Rescue Roguelike
A tactical roguelike 7DRL game executed in a week with Ed Luong, Ian Patrick and Morgan McGuire.
Post Mortem
Jam Page
Research Note: Enemy design in Into the Breach's first area

4/20/2020: Across The Lake

Across The Lake
Ludum Dare game jam game for LD46, finished 27th overall and 12th in mood (out of 3576 submissions).  Theme was "Keep it Alive".
Post Mortem
Source
Jam Page

4/7/2020: Pico De Pon

Pico De Pon Gameplay
Steve and I returned to Tetris Attack after having worked on a megadrive version, as an homage to the awesome pico8 community. Features music by tesselode and art from a variety of great games from the pico8 community that inspired us! See the pico8 bbs page for the full list of thanks.
Source
BEAT THE GOBBLINS
Started as a jam game w/ Ed Luong, features awesome music by Marlena Fecho.
Post Mortem
Source

11/29/2017: Dead Man's Slope

Dead Man's Slope
Started while snowed in one winter and ended up with a driving model inspired more by mario kart and some skiing physics. Fun things:
  • My first experiment with authored levels, which were described using a simple DSL in lua.
  • the player avatar is a mix of sprites (the body) and procedural graphics (the skis). Because the skis are rotating smoothly it makes the whole character feel better than the simple 8 frames or so of actual sprite there is.
  • It was also fun tuning the camera and particle effects to sell the speed and turns.
  • The course boundaries are drawn procedurally using splines
Source

Pico8

Pico8 projects done either in collaboration w/ Steve Lavieties or based on co-developed basecode.

Picotris Attack Pentomino Pushback
Picotris Attack Pentomino Pushback
12/21/2015 2/12/2017 5/7/2017
Based on Tetris Attack, first shipped project in pico8. Done right before GDC in 2017 Quick grid based game about sliding blocks.
Source Source Source

Smaller Projects

Smaller projects - libraries, tests, tweet carts, all kinds of fun.

Libraries (Quadplay)

These quadplay libraries help me get prototypes and jam games up and running quickly.

Acceleration Demo Bounce Demo Camera Shake
Acceleration Demo Bounce Demo Camera Shake
While struggling with Beat the Gobblins, I stumbled across a GMTK video about celeste's game feel, and after seeing the graphs I realized I could model those accelerations really simply using an ADSR model inspired by Steve Swink's Game Feel book. This test proved to be super useful, and I've cleaned it up into a very simple module I've since used on a number of projects. Its driven off just three parameters: acceleration time from 0 to full speed (in frames), deceleration time from full speed to 0 under no acceleration (in frames) and maximum speed (in px/f). You can see the table here and further explanation here. The bounce demo is based on @fourbitfriday's bounce demo from a stream. Again, it is built into an easy to integrate library and features a similar "profile" system as the acceleration library. Every game needs camera shake! This is a library for doing a simple nuclear throne/vlambeer inspired 2d screen shake.
Source Source Source
Transition/Sequence Animation Timing Demo
Transition/Sequence Animation Entity Example
A simple turn transition library that also serves as a nice demo for using quadplay's sequence feature. Library that reads timing from Aseprite json files. This lets you use the aseprite feature to set frame durations to control timing in the animation tool. Also handles one shot animations, callbacks on animation end, functions to call when the frame advances, etc. Beat the Gobblins used this heavily.
Source Source

Smaller Pico8 Projects/Libraries/Demos

Before shifting over to quadplay for personal projects, I really fell in love with pico8.

Pico8 Basecode

The basecode for all the projects that Steve Lavietes and I collaborated on in pico8:

Designed to be stripped down at the end of a project to recover tokens.

Includes:

  • Menu system
  • Debug tools
  • Object/Transform hierarchy (+coordinate systems)
  • Morgan McGuire's Pico8 particle system library
  • Camera system
  • Mouse input

Library Demos

One Euro Filter Performance Tests Easing Function Gallery
One Euro Filter Performance Tests Easing Function Gallery
07/14/2017 10/4/2017 09/18/2017
Source Source Source

Tweet Carts

Conway's Game Of Life Tweet cart
Conway's Game of Life
5/19/2019
Done as an intro/invitation cart for an Alife interest group meet up

Unfinished Prototypes

Hodgepodge of unfinished prototypes from projects over the years.

Space flight FX test "Reach" "Into the Pitch"
Flying Around Shootin Map Movin' Zooming and Menuing Movin' and Turnin'
Pico8 Quadplay Quadplay
4x-ish Originally for 7drl
Planet Generator Climbing Violets Baseball Prototype
Screen shot of C++ version, click image to see on shadertoy:View on Shadertoy Climbin' Editin' Swingin'
C++/GLSL/ISPC Pico8 Pico8
wanted to learn about procedural generation and raymarching. planet generation algorithm is my interpretation of an algorithm from star control 2. All of the generation was done offline in C++ and then ported to ISPC. The rendering is entirely in a GLSL shader. Had a cool level editor by @stevelavietes
Word Game A Dark Drive
Word Game A Dark Drive
Quadplay Quadplay
This was a test for making a game entirely out of words, looking at how easy it would be for me to add content to a game with such minimal aesthetics. Links: Post Mortem, Source, Play Online GMTK2020 Jam game, completed with Ed Luong and Nick Porcino. Really a mood and feel test. I did the intro, menus and audio. Post Mortem, Source, Play Online
Playdate Prototype Gravity Prototype
Space Train Gravity Prototype Throwing Bats
Quadplay Quadplay
A prototype for a playdate game, where you used the crank to do gestures to cast spells, trying to defend the cars of a train from enemies approaching from the right. Prototype built around some pieces from Beat the Wizzard for an action game with a gravity throwing mechanic.
2022 2021,2022

Engines Used

  • Quadplay (by @casualeffects): quadplay✜
  • Pico8: Pico8

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Portfolio page for @stephan_gfx's game projects.

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