Don't bite me bro! (OUT NOW ON PS4 & STEAM, COMING TO SWITCH)
Role: Producer, AI Programmer, Character Artist, Environmental Artist
Don't Bite Me Bro! is a 1-4 Player, Couch Co-op, open-world zombie apocalypse game. Explore the world for resources. Find and save survivors throughout the world, each which become playable characters with unique traits and abilities. Enter randomly generated dungeons. All while finding the time to Build, Upgrade, and Defend your home from constant waves of Zombies.
My team (MUIFWEGO) and I are working hard to create an exciting, fast-paced, and endlessly fun new multiplayer experience.
Created by Rafi Alam, Andrew Benson, & Keiji Kimura (MUIFWEGO)
Created in Unity 5, Written in C Sharp
A COMPETITIVE PLATFORMER IN WHICH PLAYERS TAKE CONTROL OF 2 DUELING HACKERS. THEIR MISSION: HACK THE WORLD.
Become the world's mightiest villain in this tabletop strategy card game by defeating all of your opponents.
BECOME THE WORLD'S MIGHTIEST VILLAIN IN THIS TABLETOP STRATEGY CARD GAME BY DEFEATING ALL OF YOUR OPPONENTS.
As one of the world's most powerful super villains, you must recruit a loyal following of henchmen and goons to help you complete a number of dastardly schemes. Fellow villains and undercover heroes alike will stop at nothing to watch your evil empire crash and burn.
It Quacks started and ended as a collaborative student project. It isn't currently available online, but feel free to contact me if you're interested in messing around in this nightmarish world of stalking ducks!
Role: Lead Programmer, Game Design, Level Design
Anatidaephobia - The fear that somewhere, somehow, you are being watched. By a duck.
Trapped in a nightmare high school. Surrounded by creatures that personify your deepest, darkest fears: ducks. You must defend yourself the only way you know how ... throw bread at them. Hide. Find bread. Survive.
Inspired in equal parts by games such as Resident Evil, Metal Gear Solid, and Hitman GO, this is a stealth/puzzle hybrid in which the player has only two means of defense against the hellish ducks: hide, or throw bread at them.
Concept by Andrew Benson, Danny Dang, & Orien Longo
Programming by Andrew Benson & Danny Dang
Art Design by Danny Dang & Orien Longo
Created in Unity 5, written in C Sharp
As this is a much larger game, it is not hosted online at the moment. Feel free to contact me to grab a copy!]
Role: Lead Programmer, Game Design, Level Design, Story
KINDLING is the product of "After the Fact" -- an assignment in which we were tasked to tell a story via the environment. The goal of KINDLING is not so much to win as it is to explore the environment and discover as much as you can about what has happened in the world around you -- think of it as a mystery, with clues all around just waiting to be discovered.
The original prompt reads: "Something happened here; what does the scene look like? What clues you into what happened? Create a story without using any text or dialogue. Allow the player to explore the “space” you create using a game engine."
Concept by Andrew Benson, Keiji Kimura, Orien Longo, Dennis Paramonov, & Simon Yang
Programming by Andrew Benson
Art Design by Keiji Kimura, Orien Longo, & Simon Yang
Sound Design by Dennis Paramonov
Created in Unity 5, written in C Sharp
Download and play HERE!
In an attempt to teach younger children about global warming, climate change, and the world they're going to find themselves growing into, I createdfishing gone.
Illustrated exclusively by children (ages 5-9), this sidescrolling runner sees a polar bear traversing the arctic in search of food for themselves and their cubs... Over time, however, food will become more scarce and garbage will begin to take its place, and the ice platforms that create the bear's safety will begin to melt away into the rising sea.
Developed by Andrew Benson (and his little cousins, who graciously accepted payment in the form of pizza and ice cream)
Made in Unity 5, Written in C Sharp
Role: Game Design, Programming, Story/Script
Imagine waking up one day to the realization that your entire reality exists within a video game world. With limitless power and possibilities, what would you do? How far would you go? These are the questions explored in YES, MASTER; the story of one man’s transformation from standard NPC to video game hero, or something else entirely.
YES, MASTER explores the ideas of control and unspoken desires of gamers everywhere. Video games are about controlling an avatar, a car, pieces of a puzzle, etc. Players do this to have fun and experience things that simply don’t occur in everyday life, be it flying with a jet pack or engaging in a rage-fueled firefight through city streets. But maybe there a cost to violence for the sake of fun, even when simulated within the confines of a video game world.
Game Design & Story by Andrew Benson, Laurenz Rau & Leônidas Pereira
Programming by Andrew Benson & Laurenz Rau
Art by Laurenz Rau
Sound Design by Leônidas Pereira
Soundtrack by Alex Scisse & Alex Talarico
Voice Over by Alex Scisse
Built in Unity 4, written in C Sharp