
My name is
Bryson Whiteman.
I'm a Los Angeles born Game Developer.
I studied animation and made a career out of my web development hobby.
My magnum opus about a cop eating donuts raining from the sky. For this independently developed title, I led a small team to create an experimental game with different types of gameplay and designed to tell an interactive story.
- Mobile version developed with Unity in C#. Available on Android, iPhone and iPad.
- Full version created in Flash with Actionscript 3.0.
- Contains 3 separate game segments, each with its own engine.
- I created the majority of the artwork for the game, including all backgrounds and cinematics.
- The ending's outcome is determined by the players' actions in the game.
- Localized in English, Spanish, Chinese, and Russian.
- Over 10,000,000 Donuts Getted! since release!
- Character Design by Ricky Enriquez. Featuring animation by David Rodriguez. Music & Sound Design by Cryptic Circuitry.
A sidescrolling endless runner game created for the promotion of the Escape From Planet Earth animated film by The Weinstein Company.
- Created in Unity with C#.
- Released on Android and iPhone.
- Features 3 unique stages and environments.
- Art Direction by David Garvin. 3d modeling and animation by Marcelo Nonaca.
Climb to the top of the building while chasing a monkey in this action fighting game based on The Hangover 2 movie for Warner Bros.
- Created in Flash with Actionscript 3.0.
- Game design and programming. Wrote the game design document and designed layout for each of the game's 15 stages.
- Implemented over 70 lines of Ken Jeong's ADR voiceover.
- iPhone version developed by Patrick Cook.
- Gameplay inspired by the Ninja Gaiden series and Corporate Climber.
- Concept, graphic design and illustration by Rafael Dante. Character animation by Carl Douglas. Produced by Nick Mountford.
Rush Hour in an indepedently created game by Christopher J. Rock. I extended the game, added new features and artwork to prep it for release.
- Created in Flash with Actionscript 3.0.
- Added a shop system.
- Drew new art for ships and backgrounds.
Destroy matching blocks and try not to have any left over in this competitive puzzle game.
- Game programming.
- Based on the Japanese mobile phone game, I replicated gameplay in the context of a social game.
- Created for promotion of 'Kingdom Hearts Re:Coded' on Nintendo DS for Square-Enix.
- Post high scores to the leaderboard through Facebook.
- Graphic design and illustration by John Starr. Backend and Facebook integration by Roger Miller.
You are Reepicheep! And You are training to save the day.
- Game design and programming.
- Created for promotion of the movie 'Narnia: Voyage of the Dawn Treader' for 20th Century Fox.
Destroy anything that moves in this game.
- Programming.
- 4 stages of intense shooting gallery action with a challenging final boss.
- Created for the promotion of the movie 'Iron Man 2' for Marvel.
A game created to promote Clorox's new products.
- Programming.
- Mouse gesture controls.
Pretend to be James Bond and deactive the satellite in this mission with 4 mini-games and simulated multiplayer.
- Programming.
- A mission to unlock an achivement within the Goldeneye website.
- To play, find the satellite and activate the mission with the icon nearby.
Dodge lasers as you sneak into a base.
- Programming in Actionscript 3.0.
- Uses Away3D for 3d tunnel background.
- Created for the promotion of the movie 'Cats & Dogs 2' for Warner Bros.
It's a dog show, and it's your job to perform dog tricks. What would you do for a dog biscuit?
- Programming.
- Mouse gesture controls.
- Created for promotion of Ubisoft's Dogz games and their virtual world, Ubiland.
Sharks eat anything. You know this, they taught you in school. This particular shark has a taste for Hot Wheels.
- Game design, programming, music.
- 3 stages of open-world exploration and a final boss battle.
- Hotwheels.com advergame, for the promotion of a toy its based on.
Fight your way through a swarm of enemies on your way to the Hidden Village.
- Design, all artwork, programming (Actionscript 3.0).
- Scrolling engine with 9-layers of parallax.
- Integrated with MochiAds and Mochi High Scores system.
- A Sokay Game.
After being abducted by crooked code-enforcement officers, Deebone must fight his way back to the hood.
- Game design, programming, background artwork, music.
- 2 stages of beat 'em up action with 6 enemies and 2 bosses.
- Inspired by classics like 'Streets of Rage' and 'Final Fight.'
- A Newgrounds.com hit, making frontpage and racking up over 750,000 views since then.
In a world full of hate and anger, LUV is stronger than any bullet.
- Direction, game design, environmental artwork, and programming.
- 8-bit NES inspired pixel art.
- A Sokay game.
Match the cute pets to clear stages. The challenge increase with each stage.
- Programming.
- Created for promotion of Ubisoft's Petz games and their virtual world, Ubiland.
Join the dance party! Help these rockin' mamas find their lost baby pets.
- Game design and programming (Actionscript 3.0).
- Game for premium members of the Barbie Girls MMO world ( http://www.barbiegirls.com ).
- Reimagining of the classic game Snake.
- 4 stages and a bonus stage.
A fishing game for The Simpsons Movie website.
- Programming and additional animation.
Escape from hell in this fast-paced platformer.
- Game design and programming.
- 18 stages of platforming action.
- Programmed a level editor to create stages in a custom format.
The 1st in a 3-part series of Zelda style adventure games.
- Programming.
- 16-bit style pixel art by the fine art team at Liquid Generation.
The 2nd in a 3-part series of Zelda style adventure games.
- Programming.
- 16-bit style pixel art by the fine art team at Liquid Generation.
The 3rd in a 3-part series of Zelda style adventure games.
- Programming.
- 16-bit style pixel art by the fine art team at Liquid Generation.
Originally a promotional game for the Jackass 2 movie.
- Programming.
An action-based puzzle game inspired by 'The Adventures of Lolo' on NES.
- Game design and programming.
- Created a level editor to create stages.
- Usd an open-source A* pathfinding engine to navigate enemies through stages.
3 stages of blowing up unicorns with hand grenades. Good stuff.
- Programming.
