INTERACTIVE
CAESAR'S REVENGE
Caesar's Revenge is a retro FPS currently in development by Pixel Barons.
with Ivan Khmel and Matthew Oades
DevlogCRETACEOUS CARNAGE
Cretaceous Carnage is a dinosaur fighting game created in 48 hours by Pixel Barons. It includes four unique characters, two player local multiplayer as well as ai opponents.
with Ivan Khmel and Matthew Oades
DownloadDOGO
DOGO is a local-multiplayer, competitive platformer in which players compete in an ancient ritual to convert opposing cultures to their own alignment.
with Ivan Khmel and Matthew Oades
Steam PageA DAY IN THE LIE
A short story that aims to challenge the relationship between player and protagonist. The experience is only about five to ten minutes long.
DownloadI REMEMBER THE RAIN
I Remember The Rain in an interactive short story with an emphasis on mood and atmosphere. The ambitions of this work were to make something immersive and emotional within a short space of time that would be visually cinematic while embedded in retro aesthetics.
"an excellently told, stunningly illustrated and touchingly narrated story and I do believe most people will savour the experience it provides." -Indie Games The WeblogDownload
OTHER PROJECTS
I have worked on many projects over the years from prototypes to finished games. Most of this stuff is unreleased and incomplete so I have put together a short video showcasing some of these abandoned experiments.
Games ShowreelMUSIC
SOUNDTRACKS
Instrumental music I have written for various projects.
MC JB
MC JB as a comedy rap project grounded in childhood nostalgia, social satire and reference to past and present pop cultures.
BandcampDROWNING IN A WISHING WELL
A two piece alternative rock band in collaboration with my talented sister Jade Browne.
BandcampDEATH OF A PHOENIX
An instrumental electronic project drawing a haunting innfluence from videogames and films.
Bandcamp
FILM
FLIGHT OF PASSAGE (2015)
Made as part of the Rialto 48 Hour Film Festival
Won Canon Best Cinematography, Best Editing, Best Original Score and Best Makeup at the Hamilton festival. Nominated for Best Editing and Best Original Score at the national final.
LULLABYE (2014)
Made as part of the Rialto 48 Hour Film Festival
Waikato Regional winner of Best Cinematography and Best Original Score. Nominated nationally for Best Cinematography and Best Original Score
THE EMPATH (2013)
Made as part of the Rialto 48 Hour Film Festival
Won Best Director and Best Cinematography regionally as well as Best Score and Images and Sound: Sexiest Looking Short at the national finals.
THE LAST MAN (2011)
Daniel Trainor stars in this heart-rending insight into the human condition as he comes to terms with his own isolation and mortality.
ART
WRITING
NARRATIVE MECHANICS: WORLD-BUILDING THROUGH INTERACTION
The narrative potential of video games extends beyond thematic retellings and branching paths of authored stories. Without a doubt, non-linear narrative structures find a comfortable position in games that is congruent with the very nature of the medium. The possibilities of multiple pre-constructed endings, however, are eclipsed by the less structured play that occurs on the periphery of plot points in the second to second interactions of the player - the procedural, experiential development of narrative through gameplay.
THE MUSICALITY OF 140: TEMPO, RHYTHM AND STRUCTURE
This paper explores relationships between video games and music through a close reading of the minimalistic platform game 140 (Carlsen, 2014). Of particular interest to this investigation are concepts of tempo, rhythm and structure, and how these ideas can be extended to discuss the immediate case study as well as video games as a medium.
REPRESENTATIONS OF INTERACTIVE SPACE
I wrote my master's thesis on constructions of interactive space in screen mediated environments. This exploration was conducted in reference to conceptions of space established by Henri Lefebvre and David Harvey through the lens of affect and assemblage theory. The main focus of this study was on virtual space as a recursive, affective space driven by the player, their experiences and expectations. This research was practice-led and involved the creation and theorisation of my own works in relation to existing theory and practice.