Development History

Synopsis

This is a synopsis of things and how they went. This would probably breifly describe the the length of time, team members associated and briefly touch on the fact the project has shipped and is no longer being developed, and that it garnered positive reviews on steam.

Contributed Breakdowns

Guncaster Homepage
Level Design
Movement System
Audio System
AI Programming
Managers
Development History
Gameplay Showcase
Project Pipeline

Joined a small 4-person studio formed under JCCC tasked with building educational tools and games for the college or clients in the Kansas City area.

Game Developer | Designer

First Chance Entertainment (2025 - 2026)

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Level Design | AI Programing Lead

Grimoire Studios (2024 - 2025)

Co-founded Grimoire Studios and Co-led design and engineering on Guncaster, a free-to-play boomer-shooter FPS, from early prototyping through its May 2025 Steam release (88% positive across 27 reviews), running sprint planning and iterative development throughout.

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Game Developer | Designer

Freelance (2022 - 2023)

Attended class and self-directed game development using Unity and C#. Worked building personal projects including Rock Care, ArdCane, and Turn Based Racing while developing skills in systems design, AI programming, and level design.

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Iteration 1

Guncaster began as a 4-person team project in early 2024. The original concept followed a whimsical roguelite premise: a wizard armed with a gun exploring dungeons to reclaim his lost tower. The player would upgrade their abilities in a quirky mini-mall turned home base. After four months of exploration and prototyping, the team decided to continue development and refine the vision.

Iteration 2

Following a brief break, the team regrouped with a clearer focus and began building a stronger foundation. This phase saw the introduction of entirely new systems, including a modular level snapping tool, a custom spellcasting framework, and a complete rewrite of the enemy AI. Although progress was steady and productive, user feedback revealed that key gameplay elements still needed improvement.

Iteration 3

After a leadership shift and serious evaluation of external feedback, the team entered a final four-month stretch dedicated to refinement. Broken systems were rebuilt, rough mechanics were polished, and the game’s tone shifted to better align with player expectations. While the end product evolved far from the original concept, the result was a tighter, more engaging experience that resonated more strongly with its intended audience.