Marrow Tap

Work

Client projects and own games.

Both halves of the same proof: shipped work for clients, and shipped games of my own. Every project gets a case study — brief, constraints, what was built, result.

≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Slutty Bass

Full game delivered in ~8 weeks by an assembled team of 15+ artists and developers.

UnityClient work
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Big Trouble in Little River

A point-and-click adventure set on a First Nations reserve in northern Quebec.

Adventure Game StudioClient work
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Painted Hills

A point-and-click adventure about a stranded traveler in a small northern town.

TODO engineClient work
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Red Dad Redemption

Built from scratch in 3 weeks.

TODO engineOwn game
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Dead Cipher

A detective adventure about solving a string of murders.

TODO engineOwn game
Case study →
≤3s loop TODO §16 · gameplay clip · muted · poster fallback

Marceline Magpie: Forgotten Culprit

A 3D adventure in development — the flagship proof that narrative games aren't a 2D-only offer here.

TODO engineIn dev
Case study →
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