Trevor Baughn

Technical Designer

~ Games ~
Cultist Astronaut  Banner

Cultist Astronaut

Date: January 2023 - April 2023

Role: Level Designer

Type: Professional Project

Company: Infinitive Games - Contract

Run and gun through a perilous galaxy of cults and chaos! This fast-paced 2D platformer puts you in the hooves of a space-faring goat, armed with a demon gun and a fierce attitude toward heretics.


Project Wardog Cover Banner

Project Wardog

Date: May 2022 - May 2023

Role: Project Lead | Lead Designer -> Lead Programmer

Type: Professional Project

Company: Goat On A Rock Studios

Status: Cancelled

Project Wardog is a serious management game where you buy and sell to two sides of the same war, trying to keep it going as long as possible in order to turn a profit. It started very early development in Unity using C#, and was later moved to Ren'Py using the Ren'Py language and Python. When moved to Ren'Py, I implemented loading screens, the faction system, and the groundwork for the purchase phase and moving between the 3 main phases.


Saucer Cover Banner

Saucer

Date: Feb 2020

Role: Solo

Type: Class Project

Saucer is an endless 2D bullet hell. It was developed using the P5.js language, exclusively for web on PC. It was developed via openprocessing.org in a college computer lab. While simple, it implements it's own collision detection for the player, enemies, and the menu buttons, as well as uses some basic trigonometry to set the velocities of newly-spawned enemies. The player can accelerate and decelerate, and there's a basic state machine for managing game-state.


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Etiam

Date: November 2017 - March 2019

Role: Artist

Type: Hobby Project

Etiam is a space shmup developed using Lua in LÖVE2D, though I was a solo-artist here and had no part in the programming. Over the course of a couple months; I would develop hundreds of sprites and animations, many of which would go unimplemented when we eventually cancelled further development. I started with the Piskel web-app, before eventually moving to Aseprite.


~ Game Jam Games ~
Magna Fisher Banner

Magna Fisher

Date: March 2024

Role: Programmer | Designer

Type: Game Jam

Jam: Mini Jam 153, March 2024

Time-Limit: 72 Hours

Theme: Fishing

Limitation: No water

Magna Fisher is a 2D magnet fishing adventure game. It was developed in Godot using GDScript, built and tested for web, and Windows and Linux systems. My role included implementing the shop menus, inventory, scene transitions, pickups, and the base for upgrades. I was also involved in prototyping the magnet with another programmer who would do the final implementation of it. There is full controller support.


World view Banner

World view

Date: March 2023

Role: Programmer | Designer

Type: Game Jam

Jam: UAT Game Design Workshop Jam March 2023

Time-Limit: 48 Hours

Theme: Deception

Awards: Most Technical, Best Audio

World view is a 2D twin-stick shmup with 5 levels, where the final level is endless. It was developed in Unity with C#, built and tested for Windows, Mac, and Linux systems. My role included implementing all menus, including a pause and settings menu, title sequence, programming audio, and general bug-fixing. There is full controller support.

Buzz Off Beezwax! Banner

Buzz Off Beezwax!

Date: October 2022 - November 2022

Role: Solo (Not all art, No SFX)

Type: Game Jam

Jams: Game-a-Week Jam x3

Time-Limit: 10 Hours x3

Themes: Bees, Sequel, polish

Buzz Off Beezwax! is a game of chicken where you collect honey and run from bees; with two game modes originally developed as separate titles. It was developed in Unity using C#. It is complete with pause, settings, and main menus, audio, and multiple win and lose conditions.


Phantasmagoria '42  Banner

Phantasmagoria '42

Date: September 2022

Role: Artist / Designer

Jam: UAT Founder's Game Jam

Time-Limit: 45 Hours

Theme: Spring

Award: Most Technical, Best Design

Phantasmagoria '42 is a phantasmagorical shmup, where with each 5 enemies downed, a new thought appears from a pool of over 100 possible thoughts, often alluding to the true nature of what is going on. Before the jam; I sought out a particular programmer I knew would let me focus solely on art so that I could do a jam as a solo-artist, which is what I did here using Aseprite.