Games. Games are my passion.
 
Bryson Whiteman's Game Reel 2012
 
DONUT GET! (2012)

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.
 
Escape from Planet Earth: Scorch's Run (2013)

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.
 
The Hangover 2: Crouching Monkey Hidden Chow (2011)

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 Plus (2012)

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.
 
Kingdom Hearts: Gummiship Studio (2011)

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.
 
Narnia: Reepicheep's Sword Training (2010)

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.
 
Iron Man: Assault on A.I.M. (2010)

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.
 
Clorox: Disinfector Protector (2010)

A game created to promote Clorox's new products.

  • Programming.
  • Mouse gesture controls.
 
Goldeneye: Satellite Mission (2010)

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.
 
Cats & Dogs 2: Laserbase Break (2010)

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.
 
Dogz Trickz (2009)

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.
 
SharkBite Bay Adventure (2009)
@Mattel

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.
 
SAMMY SAMURAI: RUNNER (2008)

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.
 
Thugjacker Half (2004)

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.
 
L.U.V. Tank (2007)

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.
 
Petz Naptime Nursery (2009)

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.
 
Shimmy Bop Pets (2008)
@Mattel

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.
 
The Simpsons Movie - Gone Fishin' (2007)
@65Media

A fishing game for The Simpsons Movie website.

  • Programming and additional animation.
 
Little Loki Escapes from Hell (2006)

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.
 
Escape from Scientology - Part 1 (2006)

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.
 
Escape from Scientology - Part 2 (2006)

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.
 
Escape from Scientology - Part 3 (2006)

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.
 
Roshambo Deez Nuts (2005)

Originally a promotional game for the Jackass 2 movie.

  • Programming.
 
The Pottymouth Ninja - Enter the Pirate (2007)

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.
 
Unicorns & Hand Grenades (2006)

3 stages of blowing up unicorns with hand grenades. Good stuff.

  • Programming.