Silas Heaphy

Game Designer & Developer, Yale CS '29

Hi, I'm Silas Heaphy, a game designer, developer, and current Yale computer science student. I've been making video games since I was a kid, inspired by indie and narrative games, and I've shipped two titles on Steam (Nitrojet, 2023; The Fog, 2019). I love pushing how novel approaches to gameplay systems and mechanical design can shape exploration and narrative, bringing together rigorous engineering and distinctive creative voice. More →

  • Game Design
  • Gameplay Programming
  • Unity
  • GameMaker
WIPSimulationSurvival

Critters and You

A fully-simulated, finely-balanced ecosystem, at risk of collapse for the profit of a single survivalist.

Text AdventureDocumentation

Beach Car Game

Thoroughly documented design process, road-trip text adventure about a group of SoCal surfer boys fleeing a motorgang.

RhythmTurn-based Combat

Pop-Off!

Pop-star boss rush where Guitar Hero meets turn-based RPG, developed for Girly Pop Game Jam.

Game BuilderJava

Build Your Own Platformer

Pick-up-and-play development tool that lets players build their own RPG player character and levels.

ArcadePhysics

Gravitation

Newtonian arcade game about weaving through the chaos of colliding astral bodies.

Arcade

Dice Bowling

Arcade game where each roll of the dice (roll of yourself) is the difference between triumph and failure.

Arcade

It's About Slime

A lone milkman fights off hoards of slimes. Eight character builds and local multiplayer.

Platformer

The Fog

Collect lantern in a desperate attempt to survive the fog. Explore an abandoned world in this atmospheric platformer.

Nitrojet is an expansive and chaotic metroidvania where everything is destructible. Struggle against hordes of airborne beasts through sprawling ruins. Overcome the odds to take your throne as the flame-borne god of destruction.

Over its three year development, Nitrojet taught me an incredible amount in design, development, publishing, and more. The game's scale (12 areas, 20+ hour gameplay, 700+ audio files, ~40k lines of code, 46 enemies, 14 bosses, etc.) called for attention to long-term player progression and difficulty, and the mechanical novelty called for unique and mindful approaches to mechanics and level design. Built off a unique and cohesive moveset, high-speed airborne combat, and a truly rare level of environmental destructibility, Nitrojet brought a number of challenges in terms of long-term project management, player-conducive level design, and large-project development.

The final game succeeded in it's mission of novel and fast-paced movement and combat alongside vast and empowering exploration, while having notable shortcomings art style and certain player communication. In the end, through extensive iteration, it became a truly one-of-a-kind if rough-around-the-edges action adventure through which I learned an immense amount as a designer and developer.

Nitrojet on Steam

Safe Travels is a horror driving game in which players road trip across the rural United States while surviving a stalking Moth Man. Inspired by night driving on the lonely mountain roads of rural Colorado, this game brings together procedural animation, 3D level design, enemy AI, and unique driving and camera mechanics to create a truly threatening antagonist and immersive adventure.

"Safe Travels!" Demo Footage

27 Photos follows the adventures of a young woman named Cam as she explores a tower of memories, using her camera to rediscover her past and work through the puzzles of her own story. The diverse puzzle systems and gradual approach to player information necessitated an astute eye in puzzle design and level progression.

As a game designer for the 28 person team for this game, I worked on mechanical systems with the photo mechanic and puzzles, level design for knowledge-based game progression, and UI and tutorial design to help guide player knowledge. This necessitated extensive prototyping, documentation, mockups, and communication across tools and teams, building my cooperative skills in game development, my knowledge of design tools, and my understanding of the demands of puzzle design.

27 Photos on Itch.io

Critters and You

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Unnamed Ecosystem Survival Game is a survival game built off a highly systemic and highly balanced ecosystem simulation. Players must navigate survival and extractive profit off a fully dynamic and highly balanced food chain. Hunting and selling creatures is necessary for profit, but go too far and the ecosystem itself to collapse, leaving the entrepreneur to starve.

This game called for fine-tuning of systems. It brought the unique challenge of creating a system tuned to stay balanced in perpetuity on its own, but to be subject enough to instability that player actions could create a runaway impact. Design was built around pulling players in two opposite directions, one of moderation to ensure stability and the other of maximizing profit score. This created a unique player conflict which explores the challenges and complexities of real-world environmentalism.

Critters and You Miro

You and your SoCal surf gang went North for a surf in San Francisco, but ran into a bunch of angry motorcyclists! Speed back south to San Diego in the SURF ROCK road trip adventure Beach Car! Balance risk and reward, stay ahead of the motorgang while keeping your ride running!

In crafting this short text-adventure for my course “Art of the Game,” many pieces of my game design process were stripped back and focused on to create a clearly-documented, powerfully-tested, and finely reflected result. This project brought unique challenges in adding a high-speed car-chase driving game feel to the typically slower text adventure format. The intentionality of my design process as documented helped create this unique and accessible experience for players.

Play Beach Car
Project Write-up
Miro Board
Beach Car Draft

Pop-Off is a genre-blend between rhythm game and turn-based RPG in which players battle against top pop icons. Developed for the Girly Pop Game Jam, Pop-Off blends the aesthetic and systemic in a simple yet precise way. Varying rhythm difficulties and asymmetric rhythm sections for different party members create an interesting risk-reward feeling in this battle of the bands.

Pop-Off! on Itch.io

Build Your Own Platformer

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Build Your Own Platformer is a creative tool helping players build their own platformer game levels and players. Easy-to-use, yet with a robustness and level of user freedom rare in typical level builders.

Gravitation is a Newtonian-gravity-based Crystal-Quest-esque arcade game (initially developed to procrastinate on a college astronomy assignment). Carefully built and tested simulation to ensure fair challenge to player while still creating chaotic feel.

Gravitation on Itch.io

Dice Bowling

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Dice Bowling, created for GMTK Game Jam 2022 with the theme “roll of the dice,” is an arcade game about throwing a dice (yourself) around a table to mow through hoards of coins. High rolls make you effective against coins while low rolls make you vulnerable. Keep on moving to keep the odds in your favor!

Dice Bowling on Itch.io

It's About Slime

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Initially developed for Ludum Dare 46 before later being fleshed out, “It's About Slime” is an arcade game in which a gang of milkmen, each with different milky movesets, keep the last milk trees alive against infinite hoards of purple slimes. Through fleshing out this game's different maps, player characters, and multiplayer mode, I pushed my skills with balancing different movesets, creating diverse and highly-replayable gameplay that still provides a fair challenge across combinations. Additionally, I worked throughout the game's iteration to increase and hone game feel, ending in a simple yet unique and satisfying arcade experience.

It's About Slime (Ludum Dare) on Itch.io

The Fog

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The Fog is an atmospheric exploration platformer in which players gather lanterns to survive a mysterious and sinister fog in an abandoned landscape while fighting off creatures of shade and trying to uncover the nature of the fog. Released in 2019 as one of my first completed large game projects, The Fog certainly shows its age. Regardless, it taught me an incredible amount in all parts of game development including level and mechanical design, player progression, music, atmosphere, playtesting, and balancing, all skills which have enabled me and continued to develop for the projects to come.

The Fog on Steam

Hi, I'm Silas Heaphy, a game designer, developer, and current Yale computer science student. For the last nine years, inspired by indie games I would play as a kid like Undertale and Stardew Valley, I've been creating video games. I love exploring how novel approaches to gameplay and level design can shape narrative experience and am fascinated by unique mechanics and integrations of music and storytelling.

This curiosity has driven everything I've built. I've published two games on Steam through my solo studio Ice Fruit Games, participated in numerous game jams, written soundtracks, taught myself game art and code, all to make my ideas a reality. I've worked through countless designs, documents, prototypes, and testing sessions, even becoming a designer with Yale studio Amoriem Labs, refining my skills in collaboration and communication among a larger team. Through it all, I've learned not only how to design, but to hone, develop, polish, and complete.

I grew up in the small mountain town of Minturn, Colorado, a community blending the wild and historic which inspires the sense of adventure, exploration, and the unknown which I seek to convey in my game experiences. I've explored themes of friendship, isolation, COVID, and growing up, developed chaotic metroidvanias, road-trip horror, and any number of simulations and worlds to explore, each to create the kind of novel, one-of-a-kind adventures which games can enable. I want to keep pushing how mechanics and level design can drive exploration and narrative experiences.

Disciplines:

  • Gameplay Design
  • Systems Design
  • Technical Design
  • Level Design
  • Gameplay Programming
  • Indie Publishing

Languages:

  • C#
  • Java
  • GameMaker Language

Engines:

  • Unity
  • GameMaker

Tools:

  • Git/GitHub
  • Miro
  • Figma
  • Trello