I have been making interactive software since I was in elementary school. Development of my software has exponentially increased in complexity overtime. Because of this I took a break for awhile in developing my own software. The pace of work seemed daunting to produce a modern video-game. Eventually getting a job at a professional software company I was able to see what a "real-world" day was like for a programmer, both first hand and second by the other development portions of the company. Experiencing this I left after finishing my project there to pursue a life of independent video game development. The interactive medium is quite exciting to me. I have devoted many off-hours into video games of all genres and genuinely enjoy observing the details in their art. This art being of all perceivable and hidden forms. Be it graphics, audio, or the engine gluing it all together I enjoy it all and critique it evenly. I am open to criticism about my development or others' games.

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I spent a large amount of time taking a table-top roleplaying game I developed in my preliminary school years and designing then building a game engine to make a live-action version of that table-top game. While I am saddened by not being able to finish this game in the immediate future I will be glad to return to working on it at a time where further development is more feasible. As such, I am shelving "Project Dane" for now.

Taking on a potentially large scale open-world game as an entry of my work into the video-game market was probably a far stretch. So I have taken to a smaller scale title that I am eager to develop into a full tale of woe and triumph. "Tessellation Desolation" is this title. A platformer that is simple in design to allow for a strong presentation of conflict and interaction models. The name will play better into the game when the story is explained further, but for now I am less concerned about getting into all of the details of the story. I am mostly concerned about making fun and interesting gameplay.

The end goal is a game that will have several levels, showcasing changes in difficulty, forcing adaptive playing methods, and all the while showcasing the state of a primitive world changing as a new society is formed.

This posting really is more a clarification to anyone that sees "Project Dane" and is even the slightest bit curious about it. Currently my work will be on making a complete title from "Tessellation Desolation" to release to the video-game market once it is as complete and whole as it can be. Please check it out and let me know what you think of the mechanics, as everything else really isn't a strong representation of what will be in the final game. That is puzzles are not really present in the prototype, with a few exceptions.

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