Evo
Twisted Roots
Raging Blocks
Dino Dodge
Chubby Bunny
Inversion
Spear Throwing
QUIPS
Folding Story Cards
Dungeon Tile Maze Generator
Remote Control Cars
Timebomb
Two Rooms and a Boom

Evo

Evo

Play the Evo level here!

Evo was my first ever game I created in Unity, made from September to October 2017.

This is a small platformer where your objective is to collect all of the acorns and make your way through the levels.

The concept was that you would slowly evolve new abilities after submerging yourself in toxic lakes.

The little slug guy is inspired by the Slugcat creature from Rain World.

This literally has only one playable level, so once you make it past the flag that's the end of the game.

Try and make it to the end as fast as possible, and see if you can collect the secret golden acorn.

ComputR Escape Room

I helped create ComputR as part of a group of three college project from November 2017 to February 2018.

My contributions for this project was around 80% of the work. I implemented all of the code, everything inside Unity, the original idea, the music and sound effects using Logic Pro X, and a couple of textured models using 3DS Max and Photoshop. Almost all of the other models came from one of my team members.

In ComputR, you play as Jams, an Emojilon who speaks only in facial expressions. You are trapped in your own spaceship in an alien space station, while the artificial intelligence known as Computer taunts you. Using objects around the ship and your wits, your goal is to escape the spaceship and escape the space station.

The final piece had a few puzzles, a Computer Arm that waved about and followed you around the ship, a working inventory system that let you pick up and interact with objects, lots of cool sound effects and animations that I made, and a final escape with a fade to black when you exited the spaceship. I really enjoyed this game project, and it has one of the best soundtracks I've made for a game so far:

Path Home

Play Path Home here!

This is a personal project I made from November 2019 - October 2020.

Guide your creature through labyrinth-style levels in this single player puzzle experience for mobile.

I used more dynamic touch input for this project. Tapping in the same spot fast will switch the block selection, holding and dragging will move the block currently selected. You can move the selected block by dragging anywhere on the screen.

Here's the soundtrack I made for the game:

Twisted Roots

Twisted Roots

Twisted Roots is a survival physics game I worked on from February 2019, to June 2019.

The entire project: the design, models, programming, trailer, and music, were created by me as part of my second year Final Major Project for college.

I created some of the models in 3DS Max, and some of the models (the character and the wolf) bootstrapping basic shapes together in Unity.

The idea behind it: you travel down roads fighting monsters, collecting upgrades, weapons and food that you carry in your cart, and your goal is to make it to the next campfire before sundown.

I completed a small prototype where you can move around and collect things on the screen. I wanted simple, smart controls that could adapt to the situation, as the game was planned for touch devices. Moving your finger will move the character, tapping will move the character to that spot. Holding your finger on an item will pick it up after half a second, and letting go will drop or throw the item if you let it go with a swipe.

You could also take the wheels off your cart and replace them with new, different wheels; I wanted a scavenger-esque game where you'd upgrade your vehicle as you went along.

I stopped developing on the project to focus on games I could release in a shorter period of time, though I would like to revisit the game idea at some point in the future.

Raging Blocks

Raging Blocks

Play the Raging Blocks game here!

Raging Blocks is a game about working through falling block levels with various twists, earning tickets and using them to buy items that can help you in other levels. The goal is to complete all of the levels, and make it to the end without ever reaching the top.

This video shows the prototype built so far. The twist to this level is that after completing a row, none of the blocks fall. This is the anti-gravity level. The project is set up in a way that allows for easy mixing and matching of elements, as we knew we wanted lots of different level varieties.

My responsibilities was for the core development of the game. That included all of the code, SFX, art, and everything inside of Unity. (14th June 2019 - 8th November 2019). We also had a designer and a voice actor on the team. We returned briefly to development for about a week, though the game petered off through lost enthusiasm about the project.

This game has sadly been put on pause indefinitely. The link above is the final iteration of this concept.

Dino Dodge

Dino Dodge

You can install Dino Dodge from the Google Play Store here (it's free!).

Dino Dodge is a game for Android mobile devices, where you play as a T-Rex trying to dodge meteors and avoid certain extinction. Survive for as long as possible to reach a high score, and unlock medals.

I created Dino Dodge on my own over the 2018 Summer Holidays. This game grew off the back of another game I was working on, called Rumble River, which I scrapped for some of the code (even though it had some fun art and music) due to a couple of playtests where I realised the game's controls were a little frustrating to use. You could drag a finger to make the character follow you. I made Dino Dodge into a single button control game to appeal more to casual players.

I made all of the art, code, music and sound effects for this game.

Chubby Bunny

Chubby Bunny

I created Chubby Bunny using the Photon Pun 2 plug-in in Unity in six weeks, from November to December 2018.

I modelled the marshmallow for this project in 3DS Max; the rest of the models are greyboxed as I wanted to get a working concept out as soon as possible.

It's a game I started working on for tablet and mobile devices; a football simulation where up to four bunnies would be pitted up against each other. The players hop up and down as bunnies, and the ball is shaped as a marshmallow instead of a ball, where you suck in the marshmallow into the bunny's mouth and shoot it out.

As it stands, the game works over an online connection and allows you to shoot and tackle other bunnies. Shooting into the goal will increment the score counter. I managed to get a lot of work complete for this game in the limited timeframe, and the shooting and tackling are already pretty satisfying.

Inversion

Inversion

Play the game here!

I created this game over a weekend for the Suffolk Game Developers Game Jam, lasting just 35 hours (29th May - 30th May, 2020).

It's a mind-bending, minimalist puzzle game where you swap between solid ground and air. Get to the peach portal at the end of each level using the power of inversion.

I had a designer on the team to help with the levels and to bounce ideas off for the initial concept, though other than that I was responsible for everything else in the game. The programming, sound effects, all of the art assets and putting everything into Unity.

Spear Throwing

Spear Throwing

You can play the prototype here.

I made this for my Final Major Project 2018 (February - April) inside Unity as a solo project.

I used Photon Pun for the multiplayer networking code, and I created the soundtrack in Beepbox, an online chiptune digital audio workstation.

Spear Throwing is an online multiplayer spear throwing game you can connect to through your browser. You're able to throw and avoid spears launched across a level, respawning after being hit.

QUIPS

QUIPS

Get the Workshop Mod here!

QUIPS is a game I worked on from May to June 2017.

QUIPS is a recreation of the classic Jackbox game Quiplash within Tabletop Simulator.

I remade the game as it made it easier to host and get players if I could just host a server and let random people join.

It also allows you to add custom prompts within the Notebook, rather than the strict prompts in the original game.

In QUIPS, it's your objective to come up with funny answers to prompts given on your card.

Players' answers are pitted against each other, and the other players must vote on which response is their favourite.

The cards reveal who came up with the responses, and awards them with points based on how many people voted for their card, with extra being given with a unanimous vote.

At the end of three rounds, the final scores are revealed and the player with the most points wins.

Folding Story Cards

Folding Story Cards

Get the Workshop Mod here!

Folding Story Cards is a scripted Workshop Mod made for Tabletop Simulator.

It's a fan recreation based on the original website at foldingstory.com.

Each player around the table gets their own notecard. Write a starter sentence, "fold" it by passing it around the table, then add to any stories you receive yourself. The catch being, the prompt you receive is only the last thing added to the story.

After 8 or 10 folds, you reveal the whole absurd story to everyone on the table. Each player takes turn reading their combined story to the group, with each player's text shown in their own colour.

The original Folding Story mod was created from around September 2016 to the last update in December 2017.

The new version, Folding Story Cards, was created around May 2019, then after waiting for a critical update to the game engine it was released in July 2019.

I created Folding Story Cards to improve upon my original mod, Folding Story, which used the in-built notecards as the input system.

With the addition of XML to Tabletop Simulator, I created a version where you can simply pass the card around the table to continue the story, and input the next fold text directly on the card itself.

Included is a button to reveal all of the folds, a delete all folds button, and all the functionality of passing around the table built-in.

Dungeon Tile Maze Generator

Dungeon Tile Maze Generator

Get the Workshop Mod here!

This was an on an off project made using Lua and Tabletop Simulator, from February 2017 to my last update in October 2018.

I created this as I wanted an easy way to generate 3D dungeons within Tabletop Simulator. I added a bunch of customisable options that turns the maze generation algorithm into something that can plausibly generate structures and rooms, which made the mod a little more interesting.

I also added a tile paintbrush to this mod that can edit tiles already laid down, so after generating the player can modify the dungeon relatively easily.

Remote Control Cars

Remote Control Cars

Get the Workshop Mod here!

I created RC Cars when scripted hotkeys were first introduced in Tabletop Simulator, from June 2017 to my last update in October 2017. I used Lua to create this, using a free car model I found on the Workshop which I used with permission.

This is a remote control car that you can steer with your NumPad keys.

Timebomb

Timebomb

Get the Workshop Mod here!

TimeBomb is an already existing card game that I recreated and made easier in Tabletop Simulator, from December 2016 to my last update in May 2017.

I used Lua scripting to add in a bunch of auto-setup and made the time between rounds much less obstructive. I designed the table set-up for ease of use by adding in counters for displaying your amount of successes, and clearly labelled buttons.

Two Rooms and a Boom

Two Rooms and a Boom

Get the Workshop Mod here!

I created this mod to recreate the real-life party game Two Rooms and a Boom in Tabletop Simulator, from August 2016 to my last update in August 2018.

It's a brilliant party game for 6 or more players, and a whole lot of fun to play. I didn't have the game in real life, and I didn't have 5 friends I could play this regularly with, so I created this mod to be able to play with others online.

I created all of the code and the table layout for this mod, and used some card and art assets from other Workshop creators with their permission.

GAMES

Evo
Twisted Roots
Raging Blocks
Chubby Bunny
Inversion
Dino Dodge
Spear Throwing
Evo
Raging Blocks
Chubby Bunny
Spear Throwing
Twisted Roots
Dino Dodge
Inversion

WORKSHOP MODS

QUIPS
Dungeon Tile Maze Generator
Timebomb
Folding Story Cards
Remote Control Cars
Two Rooms and a Boom
QUIPS
Remote Control Cars
Folding Story Cards
Timebomb
Dungeon Tile Maze Generator
Two Rooms and a Boom

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ENDORSEMENTS

"Great to work with, and is very understanding when it comes to changes or developmental issues. He is a true 'Jack of All Trades', and can follow orders while offering his own input to enhance them. I couldn't have asked for anyone better, and he rose up to do the requested task each and every time."

Noah C. Cline

"Before working with Mark I was having a very difficult time designing and developing my upcoming game. Working with Mark has been a wonderfully eye-opening experience allowing me to test ideas and get a better plan for the scope of the game. Mark is been professional, thorough, and resourceful. He’s a one- person development team but is willing to listen to and change ideas as needed. Hiring him is been one of the greatest investments of my life I hope to continue to work with him in the future."

Bryan Wolcott

ABOUT

Hi, I'm Mark, also more commonly known as Markimus in the developer community.

I've been doing game development for 10+ years. (5 years of Unity experience specifically, among other tools such as Godot, Unreal Engine, and more.)

I've had one mobile game on the Google Play Store called 'Dino Dodge' as shown above (the one with the dinosaur), as well as a whole bunch of published mods for Tabletop Simulator. I also have a few itch.io games released.

You can click on any of the project icons to view more information about that project.

GET IN TOUCH!

Fill out the form below and I'll get back to you within 24 hours.

You can also send a direct e-mail to:
contact@markimus.dev