Games
Fail-Deadly (2010)
Fail-Deadly (Web, PC/Mac, 2010)
Developed by Josh Sutphin.
Fail-Deadly was my entry for Ludum Dare 18, the theme for which was “Enemies As Weapons”. In this game, two factions are at war and they’re both your enemy. Goad them into mutually assured destruction to pave the way for your own nefarious scheme!
TRI (2010)
TRI (Web, PC/Mac, 2010)
Developed by Josh Sutphin.
Evil shapes have ravaged the world of TRI and driven the triangle clan away to safer lands… except for you, the last remaining defender of your kind. Your mission is no less than to single-handedly destroy the invaders and liberate TRI!
Conquistador (2010)
Conquistador (Web, PC/Mac, 2010)
Developed by Josh Sutphin.
Conquistador was my entry for Ludum Dare 17, a 48-hour game development competition based around the theme of “Islands”. You play an explorer in the Age of Sail: outfit your ship and crew and set sail in search of uncharted islands, buried treasure, and mythical creatures!
Try not to get your crew murdered: they work hard for your satisfaction.
Includes a detailed development retrospective.
Cortex (2010)
Cortex (PC/Mac, 2010)
Developed by Josh Sutphin.
Cortex is an experimental, abstract real-time strategy game set inside the human brain. Using strategic emission of neurochemicals, you compete with other neurons for control of the entire neural network.
Includes a detailed development retrospective.
Tear Down This Wall! (2009)
Tear Down This Wall (Web, 2009)
Developed by Josh Sutphin.
Tear Down This Wall is a physics-based rapid-prototyping experiment using Unity. The game was developed over a 48-hour period, which involved about 15 hours total development time. The object of the game is to tear down a brick wall by firing cannonballs at it. You earn medals for clearing each stage with as few shots as possible, with later stages introducing a few surprises.
Includes a detailed development retrospective.
Bloxx (2008)
Bloxx (PC, 2008)
Developed by Josh Sutphin.
Bloxx is an arcade-puzzle game in which you manipulate rows of blocks — which are falling in from the top — to match and clear contiguous sections (or “chunks”) of a certain color. Clearing multiple chunks in quick succession applies an increasing bonus to each subsequent clear, but you have to do it fast or your bonus will reset!
Warhawk (2007/08)
- Warhawk (Playstation 3, 2007) – Game Designer
- Warhawk: Operation: Omega Dawn (Playstation 3, 2008) – Lead Game Designer
- Warhawk: Operation: Broken Mirror (Playstation 3, 2008) – Lead Game Designer
- Warhawk: Operation: Fallen Star (Playstation 3, 2008) – Lead Game Designer
Developed by Incognito Entertainment/SCEA.
“Warhawk’s manic pace makes for an instantly gratifying experience, and its brilliantly implemented notion of flight and considered balance among combat options more than compensate for the slenderness of its offering.” (Edge Magazine, Oct. 2007)
Warhawk was the first high-profile commercial title I had the chance to work on. It’s a fast-paced, multi-modal third-person shooter with an unusually tight integration between air and ground combat. I learned a ton about game design and the business of games during this project (and its three expansions), and was awed to watch such a dedicated player community spring up around the game.
Juno: Destroyer of Worlds (2007)
Juno: Destroyer of Worlds (PC, 2007)
Developed by Josh Sutphin.
A while back I thought, “What would a shmup feel like if it had bullet time?” I decided to build a prototype to find out. It’s called Juno: Destroyer of Worlds. When you hold [S] you activate “slow time”. This slows down your enemies and their bullets, but not you or your bullets. So you can fly circles around them. It’s awesome. ![]()







