Dustin’s Recent Work

Dialogue: A Writer’s Story


Dialogue is a game about conversation. You follow Lucille, a writer in her mid-to-late twenties, as she writes her second novel. The entire game is a year in her life through the conversations she has with friends, family and neighbours. Mechanically, different conversations work differently, some have a timed element and happen in the moment, while others are more exploratory, discarding any timing and play out on a map. Dialogue is the flagship work of Tea-Powered Games, and is on sale for PC/Mac on itch.io.

Design: Systems
Design: Conversations (layout, flow, balancing)
Design: UX
Programming: Unity 2D + UI, C#

Nightwards, Heartwards

NightwardsHeartwards
In Nightwards, Heartwards, you explore your inner self across a personality map. You can move Nightwards or Daywards, Heartwards or Mindwards. Along the way, you will encounter other travelers, who can accompany you until you leave their comfort zone. Become who you need to be in time to fulfill tasks, form bonds between travelers to make journeying faster and easier, and ultimately settle as the person you want to be. NH was the product of the Ludum Dare 38 game jam, and is freely available for PC/Mac on the Ludum Dare website.

Design: Systems
Design: Positioning and task balancing
Programming: Unity 2D + UI, C#

Life Academy (working title)

LifeGame

In Life Academy, you play through the life of an individual from birth to death, in accelerated fashion. As you grow, the game changes. Early in Life, you play with basic mechanics, games last seconds, and goals are simple. Later in Life, you can walk around a world, meet people, and manage your time to improve yourself and meet longer term goals. Life Academy reached a playable PC prototype stage, and was intended for mobile touchscreen devices.

Design: Systems
Design: Minigame and Puzzle Design
Design: Pacing, and UX
Programming: Gamemaker Studio

Spirit World (working title)

SpiritGame

Spirit World is a 2D RPG where you enter the Spirit Realm as Hazel and Aspen, looking for a solution to save their dying world. Instead of fighting with the spirits you find, you must convince them to join you by carefully managing a turn based encounter and playing to the needs of each individual spirit. As you gain more spirits, you gain new abilities, both in encounters and while exploring the world. Spirit World reached an hour-long playable demo stage.

Design: Systems
Design: Encounters
Design: Area layout
Programming: RPGMaker