My name is Ty Kennington and I am a game developer and programmer. Here is a link to my resume. Also, you can check out many of my projects on Itchio: https://tykenn.itch.io/. Below is a summary of some of those projects.
Unnamed Name Game (Name Pending)
This is still a work in progress (very early), but I’ve been developing an adventure game where everyone’s abilities are determined by the letters in their name. I’ve been using this project as a chance to familiarize myself a bit more with some other disciplines like art and writing. And I’ve been building several tools to help with the process, including a 3D tilemap editor and a dialogue system.
You can find more details about my progress from my YouTube devlog series.
Fail to Win
Abuse the game’s quirks to progress through sophisticated slapstick deathtrap puzzles, uncovering the secrets of a world going through an identity crisis. The game is available on Steam: https://store.steampowered.com/app/1147460/Fail_to_Win/
This game was made with Unity, with development on and off for a couple years. I wrote most of the code and designed all the levels, and I collaborated with artists and sound designers at various points during the project.
- Tool creation. To build the levels, I created a level editing tool that works inside Unity.
- Puzzle design. I iterated on the design of the various levels as I got feedback from testers, with of the goal of making each level build off ideas taught in previous levels and introduce new kinds of challenges at a reasonable pace.
- UX. Being a metafictional puzzle game, many elements can be counter-intuitive. I reviewed feedback to improve communication of game rules and state.
- Game dev pipeline. While the visuals are fairly minimal, I did gain some experience with many aspects of game development besides gameplay programming, such as 3D modelling, texture creation, writing, shaders, and effects.
I participated in 14 game jams. One of them I hosted myself. I do jams regularly as a chance to experiment with new ideas and try different genres. Here are a few highlights.
Sokoban where block are attached to wire segments, and can appear on all sides of a cube. Push the blocks to line the wires up and complete the circuit. Includes 8 leveles
Reach the door at the end of the hallway without falling, by regulating your breathing and balance.
A surreal dream explorer similar to Yume Nikki. You spend the day doing data entry, and the things you see there affect your dreams, and vice versa.
A first-person Christmas puzzle gag where you unbox an intricately-packaged present. Featured by Extra Credits’ “Games You Might Not Have Tried”
Attract and Repel
Navigate an obstacle course by pushing and pulling on other nearby objects. Designed for both PC and Android.
Drive robots that drive robots to navigate an office building. However, the wireless range on the robots is small, so you need to bring access points with you or drive out of control.
I collaborated with many art students, and one other programmer, to help create a demo for their art show.
The showcase included a single stage where you climb out of a cave, fight some robots, head up a hill, and then fight a boss.
- Larger-scale collaboration: Altogether, 32 people contributed to the project at some point. We had a concept artist, a technical artist, a project manager, 3D modelers, texture artists, animators, and more.
- Unity lead: I had the most experience in the group with Unity, so I worked with the technical artist and the other programmer to get everything integrated properly.
- VR: After the presentation, I continued and made a first-person mini-game based on Nebula Gladiator where you slice robots up.