Game Experiments

I wanted to do a post that covers the different experiments I’ve done in some games I created. I was looking at my past work and realized a common theme. I would take an established game type and attempt to add a new mechanic to it.


Short Range Sensors

Short range sensors is based on a game type that has existed for decades. Swarms of enemy ships coming towards you. Defending yourself and earth. The earliest game of this type might be space invaders.

Experiments in this game:

  • 3D game play. An inspiration for this game was a game called Incoming which was released around the Voodoo 2 era.
  • Adding 360 degree combat. In my game you are defending not only yourself but also the planet earth behind you. If either you or earth is destroyed, the game is lost. Placing the player in between the source of attack and earth means that while defending both targets, you are vulnerable to attack when facing towards earth while defending it.


Ball and paddle games date back to pong and games like Bricktastic are based off a game type that might have started with Arkanoid or Breakout.

Experiments in this game:

  • 3d game play with touch screen or mouse controls.
  • Animated / moving bricks
  • Infinite runner style, continuous game play: I wanted to make a game like this with no level loading. Every time a level is completed the back wall opens and you animate into the next room.
  • Moving bricks in different patterns: I wanted to avoid the issue seen with static bricks, which is your ball stuck in a pattern that takes too much time and finesse to get out of to finish the level.
  • VR: Seemed like a good idea at the time, but the animation of loading new levels was kind of nauseating. You can still try it on cardboard however:

Super Mario Breakout

Experiments in this game:

  • This game isn’t just a breakout clone skinned with mario sprites. The experiment in this game was to bring the functionality of the mario question blocks into a ball and paddle game. I think this served as a very fun way to gain power ups and added a new level of challenge.
  • Using a turtle shell instead of a ball could be a superficial sprite change but effort was put in to make the shell behave like it would in a mario game. Considering how a shell can be used in a mario game this also feels appropriate.


Experiments in this game:

  • The LCARS system in star trek is touch controlled. At the time of VR when I made this game there were no touch controllers. To use the panels in the shuttle craft I used look gazing to be able to select individual buttons on the panel.

Roof Runner VR

Experiments in this game:

  • Roof runner vr was an experiment with building endless semi-random levels as used in infinite runners, while also bringing what is traditionally a 2D side scroller into a 3D virtual reality experience.


Experiments in this game:

  • Peripheral originally started out as a virtual reality game but ended up being more entertaining as a traditional first person game in the vein of portal.
  • The core mechanic revolves around objects in the game world being affected depending on if you look at them.


Experiments in this game:

  • Bringing traditional CCG/TCG into a 3D world
  • Using motion controllers to interact and use cards
  • Real world scale of summoned minions
  • Player presence in the battle field
  • Motion controllers to attack and defend using hero powers

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