I'm Sean Flanagan — a game developer, artist, and programmer from Atlanta currently getting my B.S. in Computational Media from Georgia Tech. For as long as I can remember, I've loved making games and all the little pieces that go inside of them.
During my three years in VGDev, Tech's student-run gamedev club, I contributed to more than a dozen projects, led workshops on core skills, grew alongside my peers, and served two terms as VP and President.
... is a first-person puzzle game, which I co-created during my first year in VGDev. In the game, you go on a surreal journey through a mysterious, retrofuturistic facility, inspired by puzzlers like Portal, The Witness, and Quantum Conundrum.
As one of two project leads, I was responsible for gameplay programming, art direction, and audio. I also designed puzzles, lighting, and props for many of the environments.
You can get Analog Dreams from the VGDev website here!
... is a cartoony collectathon platformer, which I created during my second year in VGDev. You play as the Paintbird, and help him retrieve his missing "yeggs" by rolling, bouncing, and spreading paint.
As the project lead, I was responsible for gameplay programming, art direction, and audio. I programmed, modeled, textured, rigged, and animated the main character, and also created several geometry "styles" that could be scaled and reused modularly to build a wide variety of environments.
You can get YeggQuest from the VGDev website here!
... is an open-world action platformer, which I created during my third year in VGDev. You play as Luke the Wolf — when he doesn't get the invite to a sweet party, he goes on a tagging spree to build up his reputation. The game is a vibrant love letter to the golden age of 3D platformers, with a huge island to explore, fun enemies to fight, and a deep moveset to master.
As the project lead, I created the main character and his moveset, established the artstyle, and implemented the significant backend systems necessary to support a streaming open-world game. Expanding on my work in YeggQuest, I wrote an editor tool for creating "procedural polygons", an artpass-in-a-box workflow for level design that enabled collaborative world contributions from many team members.
You can get Trouble on Beryl Isle from the VGDev website here!