Freelance code wizard and game developer
What
I really enjoy 'unfathomable amounts of technical challenges' and exciting artistic constraints.
Guanomancer provides consulting services for small and indie game studios, as well as solo artists. As a generalist, I can handle a variety of tasks, including development and implementation of systems, game mechanics, tools, and multiplayer functionality in Unity and Unreal Engine, as well as gameplay design and technical realization of artistic visions.
In addition, Guanomancer also makes and publishes small showcase games, and offer discounted or voluntary consulting, maintenance, and web development services to non-profit organizations.
Who
"Bats#1t crazy code wizard with an affinity for game development."
I, the Guanomancer, made my first video games for Amiga more than three decades ago. After growing up, working as a programmer in development, support, and maintenance jobs, and later running my own business, I am now applying my technical knowledge and creativity to solving game development challenges.
Technical challenges such as making the impractical practical through optimization and highly creative application of math and logic, excites me to near-giddy levels. I also thrive on developing modules and tools to support developers and artists, and to remove repitive or time-intensive work.
My workflow revolves around identifying the key requirements of any given task, exploring the solution space, and - through iteration and communication - developing a solution which is practical, not only to the end user, but also to artists and designers who rely on a smooth workflow in their day-to-day efforts.
Metamorphesis
An Epic-We, EU, ARoS game project, matured by Mothworks.
My role in this is "all the tech" and game design.
The game is developed in Unity and is part of ARoS Artmuseum contribution to the EPIC-WE cultural EU research project.
And Then I Met You
A 'horror game about love'-prototype by Mothworks.
I was brought in late in the project, and mostly debugged and made a Unity gameplay demo run smoothly, while assisting the lead artist in developing a simulation-based visual expressing using Unreal Engine.
Condiment Capture
A Real-time multiplayer splat-shooter still in development.
Originally, I was tasked with implementing multiplayer networking and finishing minor gameplay features.
The project scope was later expanded and I have since added Steam integration, Steamworks P2P multiplayer and full UI.
Game Jam Games
Totzilla | Daisi Dew: Dream Defender | You Are Not Home
Three of the more 'polished' (a relative term, with 1 to 2 week deadlines) game-jam games I've been involved in developing.
In each of them, I did most if not all the coding, production, management, and tech-support, while enjoying the creativity of some very talented artists, designers, musicians and sound-designers.
In the monochrome 'You Are Not Home' I had the exciting task of figuring out how to represent dynamic shadows with only 1-bit colors, as well as implementing it in Unitys' Universal Render Pipeline.
Totzilla won the Community Choice Award for that jam. It relied heavily on physics simulation which caused an unfathomable amount of technical challenges, due to the constraint of running it in a web-browser.
I really enjoy 'unfathomable amounts of technical challenges' and exciting artistic constraints.
Get in touch