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Software Engineer and Game Developer

Tomb Sweeper (2021)
Professional, tinyDino Games
Game Maker Studio 2, GML, GLSL
Engineering
Tooling
Game Design
Level Design
VFX
Tomb Sweeper is a 2D hack and slash rogue-lite played inside a Minesweeper board. The player must collect treasure from a strange, forgotten tomb while being careful enough not to expose hidden sigils, or be harmed by those that lie within!
Tomb Sweeper explores Minesweeper mechanics in a way that no other game has before which provided many complex design and technical challenges to overcome. Tomb Sweeper has an overhead perspective, which already complicates the Minesweeper mechanics. The tilesets had to be very precise so that tile adjacencies were easily distinguishable. Just procedurally generating a board was difficult when also trying to merge Minesweeper with a dungeon layout.
Tomb Sweeper was intended to be tinyDino Games' last twin-stick shooter and last Game Maker game. Because of this, I wanted to push Game Maker's boundaries by doing everything we couldn't in WLGYL or The Ambassador: Fractured Timelines. I focused on AI complexity, visual effects and lighting, Procedural Generation, and tooling.
Unfortunately complications in securing publisher funding resulting from the ongoing pandemic forced tinyDino Games to cease development. I hope to revisit Tomb Sweeper in the future.
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Achieved 3D-like lighting on a 2D tile based board.
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Built systems to generate engaging dungeons that double as achievable and puzzling Mine Sweeper-like boards.
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Built tooling that allowed us and our community to build dungeon "rooms" that could be fed into the generation algorithm.
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Created Enemy AI featuring line of sight, blind spots, anti-clumping, and audial sensitivity.
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