It is time.

I like making weird games, cooking, and assorted other funny little hobbies.
Feel free to ask me questions about any of those things!
A couple of years ago I did a talent talk for my friendly neighborhood PIGSquad. Check it out if you want My Advice™️ on game jams!
i've given a number of talks on game design for PIGSquad over the years, and i thought i'd post a couple of my favorites here since i think the cohost crowd might enjoy them.
this is a talk i gave explaining the level generation technique behind my roguelike platformer Memory. it's a really simple and powerful technique mixing procedural generation with handmade components that i've found works better than pure procedural generation for many genres.
this is a more abstract talk i gave summarizing all the strategies i've developed for dealing with what, to me, is the greatest challenge of game development: it's a lot of work. there's also a bit at the end i'm proud of that addresses what i think is a very legitimate response to the knee-jerk "scope down" advice given to new developers; namely, "i don't want to make a small game".
question: what video game character permanently altered my brain chemistry?
answer: hanyuu (higurashi), because whenever I'm even slightly psychologically distressed I just start hau-ing