Game Design|Programming|Audio
Game Design|Programming|Audio

JO FORCHHEIMER
GAME DESIGNER & PROGRAMMER
Past Projects
Arranged from most to least recent
I am a 3rd year Game design student studying at Champlain College in Burlington VT. I like to make weird and interesting games inspired by my experiences. I train and teach parkour and freerunning, like to build thing, and am currently looking for an internship. On this site, you will find my past works, postmortems, and current projects. Enjoy

About Me:
Coming Soon
This project was my final for my Interactive Narrative class while studying abroad in 2018. I was the only developer working on the project. All the art, code, and music was done by me. I recorded and produced most of the sounds as well. (The paper and electricution sounds were downloaded from Soundbible.com

Prototype
(Dec 2018)
My Involvement In The Project:
Summary:
Tools Used:
- Adobe Illustrator
- Unity 2D
- C# programming
- Ableton live lite 9

Context/Environment
Key frames is the story of a family that starts with the death of Ted, a hoarder maniac
grandfather. While the family is cleaning out the house, the mother, gets a phone call saying
that Ted’s will clearly states to donate all of his money to the Pacific Ocean. The parents and
older 2 siblings leave to try and sort this out. In doing so, they leave the youngest sibling, Levi,
behind to clean the house.
While cleaning the house, he finds a camera with a tape in it. The tape is a video of Ted
explaining that in the house there is a safe with another will in it that supersedes the first will.
The second will gives all of his money to whoever can solve the puzzles to get to it.
Playthrough:
More:
Music I made for the game:
Link to the Itch.io page:
Postmortem:
Intent:
All Intents was written during predevelopment and may not represent the final product.
The intent of Key Frames is to make a minimalist dark comedy narrative focused 1
button puzzle game. The game will deal with themes such as loss, family, and identity through
the eyes of its main character, Levi. The game is a 1 button game. This is to allow a player to
lean back in their seat and hold only the mouse and enjoy the story.
Target Audience
Curious people who are interested in novel and unconventional mechanics and puzzles,
narratives, and dark humor.



Masque Rage
Montreal Street Art Game Jam
(Oct 2018)


Tools Used:
- Adobe Photoshop
- Unity 2D
- C# programming
- Ableton live lite 9
Background:
This game was developed during a week end starting on Friday and ending on Sunday. The jam was started as a class project and was open to all Champlain College students in Montreal. 4 teams competed. The games had to be inspired by local street art
Team
Cameron Belcher
Programmer
Jo Forchheimer
Producer, Sound Designer, Programmer
Walter Hill
Programmer
Joe Siehl
Programmer
Jonathan Vogt
Writer and Artist
Dakota Williams
Designer and Artist
Summary:
MasqueRage is a top-down combat game with an array of 17 playable fighters. It's a two-player local multiplayer game necessitating the use of controllers, and the purpose of the game is simply to knock your opponent off the stage.
The teams are randomized like a gashapon machine-instead of selecting a team of fighters, it is given to the players at random, with various rarities determining how powerful the fighters you receive are.





Extra Media:
Video:
Video by Leo Robles
Audio:
All audio was recorded and produced during the jam
Masque Rage
Montreal Street Art Game Jam
(Oct 2018)


Penguin Shotgun Baseball
(Fe2018)
Background:
This game was developed during EGD 220 Production I with a team including a programmer, artist, producer, and myself as a designer
Intent:
The intent of Penguin Shotgun Baseball (PSB) was to make a 1 button game inspired by games like “Toss The Turtle” and “Penguin Slider”. Using only 1 button, the player must hit penguins as far as they can, navigate menus, and win the world series.
Team:
Tyler Chapman
Programmer
Vadant Chaundhari
Programmer
Jo Forchheimer
Sound Designer & Systems Designer
Stefan Marshall
Artist
Ryan Murphy
Producer
Target Audience
The target audience for PSB is people who are a fan of minimalist game design and who have most likely played “Toss The Turtle”.
Context/Environment
You play as Babe Ruth's ghost trapped in a baseball. Years ago, someone threw you off a boat and the currents ended up carrying you to Antarctica. There, you founded a bus company for penguins. Using a shotgun as a baseball bat, hit the penguins as far as you can so that they have to take longer and more expensive bus rides back home. Use the money to upgrade your shotgun for even more flightless bird flinging and therefore more cash. Eventually amass enough mula to get a flight back home and become the world series game winning ball.
Rules:
1. Power
After the player taps initially, to indicate they are ready, a power bar appears on the left of the screen. The bar fills and lowers repeatedly. The player taps again to lock in the amount of power. The more filled the bar is, the more power the player has to swing the bat.
2. Swing
After the player locks in their power, a penguin gets tossed towards the player. The player taps again and their bat swing is started. The penguin collides with the bat and bounces off at the corresponding angle. The more power the player has locked in, the more force is added to the penguin.
3. Flying/Shooting
Players can shoot the penguins to propel them forward after hitting them. Taking a shot costs a shell and different guns can carry different amounts of shells. Other objects in the play space can also propel the penguin further. Spikes skewer the penguin and stop it. When a penguin's velocity reaches zero, they must buy a bus ticket back to the start and give the player money. This money can be spent on better guns.
4. Buying
Players can use the money they gained from throwing penguins to buy new and more powerful shot guns and then eventually a ticket home to win the game.



