Here's an old demo of an iOS game I worked on with some friends a while back. "Sweet Ride" was a top-down skating game in which the player used two fingers on the screen to control their hoverboard. Like a fingerboard!

I was the lead game designer, artist, and musician for this game. The art was #TrixelArt style and the music was created in Reason mostly.

The game had a lot of potential, but we struggled to turn it into a finished product. #gamedev

https://www.youtube.com/watch?v=WuUcD0wHgDk

Work in progress: Sweet Ride game

YouTube

Some other art assets from the unfinished game, "Sweet Ride". I was really into #TrixelArt style then and using an art tool called #hexels.

The premise was that the player was a hoverboarding pizza delivery person. So we used a pizza as the health bar. When you lost all your pizza, the game was over.

The game was originally a skateboarding game, but players were confused by the fact they could turn their board sideways... so we just took the wheels off and called it a hoverboard. #GameDev

I'm a huge fan of rapid prototyping. I try to get things down on paper as soon as possible. This game began with a series of index card sketches. Each card representing a screen or flow of some sort.

To test the game, I made a loop of a moving street, then cut out various skateboards on paper and placed them on top of my iPhone screen. This gave me a sense of how the game would feel. I started doing 360 kicks with the paper skateboards right away, so I knew that would be in the game. #GameDev

@docpop I regret not being able to push this further along. Maybe some day I'll be able to load up the project again and do something with it, but I think we ran into a number of issues based on inexperience and trying to use unity in ways that it just didn't work at the time. It was super fun to work on though
@docpop also, watching that video is reminding me of how much we actually got done. It looks more polished than I remember.