
Jamestown
A top-down scrolling shooter set on British colonial Mars in the 1600s. 1–4 players.

I always felt like math was beautiful. With Jamestown I got to show other people.
I wrote many of the early bullet patterns and the components we used to adapt them across difficulties and maintain complex stateful behavior when needed. Bullet patterns are beautiful. You have to make them legible enough so that if there are several on screen, the player can intuit them at a glance. And they still have to feel scary.
The camera system is one of my crowning achievements. Enemies live in world space and screen space, four players can move across the screen with slow parallax, specific positions and velocities set at the level design stage — the system interpolates smoothly, keeps bullets and enemies from jittering.
No one has ever said a word about it. That's how I know it worked.