Brynn Edwards' Portfolio Site
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Portfolio Projects

Working with NPCs

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The Maddening Mercy

The Maddening Mercy is a mix between an Investigative Visual Novel and a Bullet Hell. Solve the mystery of this Weird West Town, but be prepared when the townsfolk resist a meddling outsider.

In this project, I focused on the Bullet Hell combat section. I implemented the enemy behavior, allowing for custom attacks and special attacks that change between each phase of the fights. This makes each phase of each boss feel unique and engaging.
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Eyes of the Forest

Eyes of the Forest is a 3D Narrative Stealth Horror game. Explore this ancient forest with your Mentor, Russel, and discover what happened to the ruined civilization deep within the forest.


My work in this project was focused on the Mentor Character. I created a Buddy AI system so that the mentor could lead the player through the level. This included custom movement behaviors for Climbing, Following, and Sneaking through stealth-based encounters.
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Phantom of the Masquerade

Phantom of the Masquerade is a 'Where's Waldo'-esque memory puzzle game. Do your best to find your target in the crowded Masquerade.


I implemented all the NPC behaviors in this game. This includes utilizing tools for NPC Navigation and Behavior Trees. As well as making a custom smart object framework. All of this was done in 48 hours for Global Game Jam 2026.
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Building Custom Engines

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Tugboat Terror

Tugboat Terror is a hectic, 2D top-down, management game (think Overcooked) where you play a fish with legs trying to navigate through a dangerous swamp.

​My time on this project was split between expanding on our custom engine and implementing multiple gameplay features revolving around the boat itself. Some of my major contributions are the boat damage, the paddlewheels, and the boiler.
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HexenHold

HexenHold is a Tower Defense 2D Platforming game. You are granted gems to summon towers to defend your Necromancer against waves of incoming enemies.
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I worked on multiple engine systems. Such as JSON serialization and behavior components. We utilized test-driven development early on to ensure painless integration. Our whole team agreed on making our engine using an ECS design.
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