Nefarious

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I helped design the mechanics and levels in Nefarious with Josh Hano, a digital artist. We prototyped mechanics and levels on paper, then implemented them in Unity. I used a “cubes and code” methodology, where I would lay down structures and enemies with temporary graphics, and then Josh would come through and illustrate them as I went.

I assisted in the Kickstarter, which raised $50,000.

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