Developed in Godot as a part of Ludum Dare 49 by a team of 4-
Alex M- Programmer
flamebeard10339- Programmer
MrGeko- Character Artist, Art Programmer, Background Artist
Riley Circles- Sound Designer, Composer, Audio Programmer
Kraliko Games's background artist kreksyte was sick for this jam unfortunately so Mr Gecko stepped up for that job. The theme for LDJ49 was "Unstable" so we made a game about a potion cleaning out his dad's alchemical lab with his fizzy, unstable potion spells. The character charges up by moving around to shoot lasers and bullets and can run out of fizz. If you charge all the way, they get a double jump and explosion.
Developed in Unreal Engine 5 as a part of Ludum Dare 49 by a team of 4-
Grayson Keys- Programmer
Alan Linkwin- Programmer
Arlo Robbins- 3D Artist
Riley Circles- Sound Designer, Composer, Audio Programmer
Grayson and Alan are a part of Nashville Game Developers and this was my first time working with them. We recruited Arlo online. This game was my first time working in Unreal Engine 5, which was a big change of pace from Godot/Unity. The theme for LDJ49 was "Unstable" so our game was about a person being experimented on with psychic powers breaking out of the lab while they're in a bubble. Avoid being shot at by syringes to unleash your power and take out the scientists holding you captive
Developed in Godot as a part of Brackey's Game Jam 2021.2 by a team of 5-
Alex M- Programmer
flamebeard10339- Programmer
MrGeko- Character Artist, Art Programmer
kreksyte- Background Artist
Riley Circles- Sound Designer, Composer, Audio Programmer
The game features a random loadout of strange bullets like a chair, bomb, knife, hedgehog, and teddy bear that the player uses to fight possessed farm creatures. The theme of the game jam was "Let there be Chaos!"
The game was done in Godot and it was the 2nd time I worked with the team and that engine. I did much more scripting and implementation work on this game and had my first experience using Github desktop to implement my scripts and push them to the team.
Examples of scripting are the different bullet sounds were assigned a variable AudioStream node that could be attached to the different bullet types.
Developed in Godot by a team of 5-
Alex M- Programmer
flamebeard10339- Programmer
MrGeko- Character Artist
kreksyte- Background Artist
Riley Circles- Sound Designer, Composer
My first game working with the Kraliko Studio team which I came into halfway through development. The team likes to test their skills biweekly by making a new game and focusing on a particular aspect of gameplay. This game's focus was game feel- swinging a big hammer and making that feel a lot of fun.
The gameplay is pretty basic as a result of the self-imposed stop time.
My main achievement for the game was matching their goal of wanting the hammer to feel very good by spending more time than usual making a very satisfying hammer sound.
by Kraliko Games
Sound Design, Music, and Implementation
by games made with Wooden Swords
Sound Design, Music, and Implementation
by Kraliko Games
Sound Design, Music, and Implementation
by Kraliko Games
Sound Design and Music
Developed in Unity by a team of 4 for the Global Game Jam 2021 hosted at the Nashville Game Developers Jam Site-
Craig Wechtler, Lead Programmer, Game Designer
Pete Hurl, Assistant Programmer, Artist
Riley Circles, Creative director, Sound Designer, Composer
Maria Brock- Artist
The Global Game Jam was my first game jam ever. I ended up being the creative director of the project because the team liked the ideas from my concept EP, Sunshine Globs on the Precipice of Avarice. Many of the sounds and songs are pulled directly from that EP.
The theme of the game jam was "Lost and Found" so the game ended up being a giant garden maze which the Sunshine Glob character has to traverse in order to find gems to ascend to enlightenment (a bit of a divergence from the theme and concept behind the EP but works well for gameplay). The only enemies are bubbles which just knock you back and the maze itself which is huge. The experience overall is a very zen game that's fun to get lost in.
by Ballistic Abyssiles
Creative Director, Sound Design, and Music
Music Projects
A playlist filled with most composition work I have done for independent game developers.
Gravity Slide was an iOS/Android game which I was paid to do both composition and sound design on but was scrapped.
Most of the other tracks are demos for games which did not develop.
Mastering work for a friend's project which is a continuous, nearly 28 minute long track (essentially an album). Very experimental noise electronic piece which goes through many, extremely different soundscapes.
by Flown
Mastering
My concept EP I have been working on for nearly 5 years now. The basis for the Sunshine Globs video game. Most like the artists Iglooghost and Animal Collective.
Story behind the album:
Sunshine Globs are the pneuma of pure intentions that float across a bright field between two towering flowers, the IRIS and the Viscous Hibiscus.
Behind the Hibiscus, the Globs meet a precipice that sucks them down into an underwater city made of crystalline beings called Avarice.
There they either succumb to the siren song of the Avarice and harden into the creatures, too dense to float upward once again, or they escape up the root of the Hibiscus, still having been corrupted by the city.
The Hibiscus transforms the corrupted Globs into rainbow colored Gumamela Bubbles which fly overhead across the field into the IRIS.
The IRIS transfers the Bubbles into their final form below-- a hivemind of pure energy known as the Halitrephes Maasi.
Here, new ideas are formed and the energy releases into sparks of lightning that excite the liquid surrounding the Maasi into new Sunshine Globs which return to the surface.
by Riley Circles
Music