Pillar Breaker: A simple experiment with first person controls, aiming, and physics. Click to fracture a pillar, then click again to shatter it. It's like a more explosive version of bubble wrap. When you break the third pillar, press R to reset.
Train Station: Third person controls, timed animation, and scene switching. Get on the train in the morning, then get off the train in the evening.
"Flight Simulator": Built on top of a previous prototype that enforced grid-based movement, this is the closest thing I've made to a game: a riveting simulator of commercial aviation from a passenger's perspective, a.k.a. waiting in a lot of lines.
Planet Runner: A simple exploration of 3rd-person movement, animation states, etc. Run around a world (WASD), punch the pink targets (space), and press R to reset when you're done.
Squid Animation: The same concepts as Planet Runner, but with custom animations. And, yes, squid swim toward their tentacles.
Edmonds Pier: Explorations of rendering, lighting, and shader animation, based on the fishing pier in Edmonds, WA.
Jigging: Building on the previous prototype, this puts an actual game into play - catch as many squid as you can, but don't go over the limit.
Grid-based tactics: A loosely-Destiny 2-themed turn based game, where you move on a grid trying to avoid and destroy robots. An experiment to learn A* pathfinding.
Blackjack-based RPG: A turn-based RPG battler than uses blackjack for randomization instead of dice rolls. This is buggy, but fun.