Gamkedo Club
Worldwide Team GameDev with Mentorship

Learn What You Want

You won't be assigned to games or roles. Join (or lead) games you want to make. The club works on multiple games at a time. Follow your interests. Try new skills. Get practice.

Grow Your Network

We are all here to help one another create and improve. We do not approach making games as a competition. Everything is better and easier with a supportive peer group.

Make Games Year-Round

Our approach fits in your busy life. Club games come together over months, with most members fitting in a few hours each week. Everyone's schedule is different.

Get Professional Help

Everything you need from starting out to leading teams. Membership includes months of training materials, our private forum, and mentorship from professionals.

Members meet online for video meeting 12:30pm (Pacific time) every Sunday.
Our club meets and collaborates entirely online with team members around the world.

We also host industry speakers for members to meet in online meetings:

Games Completed by Gamkedo Teams

Every club game is made by team members working together for 1-5 months.

Alien Caverns

Development Time:
May 28 - Aug 6, 2017
Play: Play In-Browser

Rescue lost astronauts from space caves

Game concept, design, programming and team lead: Zak Ali

Cavern artwork, animation: Cameron Button

Title, intro, alien art, programming: JL Evans

Game Story and code, alien art, Sound FX: Dana Alcala

Game animation FX, Programming: Ezovex Dickson Goh

Alien art, ship art, cavern sound FX: Andy King

Level Editor (original): Artur Slomowski

Alien AI, sound, particles, juicing code: Christer Kaitila

Original core code, team mentor and coach: Chris DeLeon

Fuel badge: Mary Brady

Jetpack programming: Remy Lapointe

Game soundtrack: Noah Lema

Towers of Space

Development Time:
May 7 - July 9, 2017

Sci-fi tower defense

Team lead, programming, AP Tower model, Simple/Faster enemy models, Cube model: Caspar Dunant

Double barrel tower, programming: Rémy Lapointe

Projectiles, explosion effects, music: Christer "McFunkypants" Kaitila

Tower selection, UI setup: Renaud Marshall

UI art, story: Mary Brady

Tower build effect: Nicholas Polchies

Tower build drone model: Andy King

Shooting enemy models, cube models: Cameron Button

Waves timer, UI: Marcus Silva

Level design, programming, gameplay programming: Kornel

Sounds, music: Michael "Misha" Fewkes

Sounds: Dedrick Sarzaba

Black hole : Sergio Solorzano

We Took Their Cheese

Development Time:
June 25 - Aug 13, 2017
Play: In-browser

Trading game to wreck the elven economy

Concept, team lead, balance, shop UI, city system, trading system, save/load, few item icons: Marc Silva

Economic algorithms, scale icon, camera pan limit: Sergio Solorzano

Icons for spice and wine: Dionell Macabugao

City consumptions and number formatting: Christer "McFunkypants" Kaitila

Icons for fabric, wheat, steel, iron, meat, and cities on map: Ezovex Dickson Goh

Ambient music, desert, forest, mountain, lava: Dedrick Sarzaba

Map art: Nick Baker

Opening and ending music: Michael "Misha" Fewkes

Navigation music: Simon J Hoffiz

Dialog UI, cheese bar: Chris DeLeon


Development Time:
Nov 20 - Apr 23, 2017
Download: PC/Mac/Linux on

First-person puzzle world with mirrors, solar panels, and turning the whole planet

Project lead, design, programming (game play, tools), 3D modelling (plants, props, structures), environmental design: Tim Waskett

Narrative: Chris Markle

3D modelling (planet), environmental design: Nick Baker

3D modelling (props, pyramid, scarecrow), sound effects: Micky Turner

3D modelling (props, buildings), play testing: Caspar Dunant

3D modelling (clouds, flowers, statues), play testing: Christer Kaitila

3D modelling (character), play testing: Chris DeLeon

3D modelling (rocks, snowman): Oasis Rim

Play testing: Jeremy Kenyon, Diego Souza, Marcus Silva, JL Evans, Sergio Solorzano, Matthew Ko

Planet editing tools: Reid Alford

Singed Dirt

Development Time:
Jan 2 - May 21, 2017
Download: Itch (PC, Mac, Linux)

3D adaptation of classic Scorched Earth with destructible terrain

Project lead, sound code, main menu, models (artillery shell, sharktooth bomb, pillar shot), clusterbomb code, unicorn hat, one-liner writing: Jeremy Kenyon

Network code, lobby UI and code, items pickups, chat, turns and ammo UI, voronoi terrain and procedural spawn locations, player customization menu: Tylor Allison

Voice overs, VO code, models and code for shots (MushBoom and Beet Missiles), arena sand texture, one-liner writing: JL Evans

Voice overs, arena model, banners and flags, tank models, logo, clouds, hats, one-liner writing: Christer "McFunkyPants" Kaitila

Acorn model, heated air trail effect: Caspar Dunant

Pillar shot concept and terrain deform template: Trenton Pegeas

Menu and tank shot sounds: Micky Turner

sounds (UI tank selection, tank turn/aim sounds, projectile explosion, and tank hit): Dedrick Sarzaba

UI health bar and power bar fixes, UI ammo model display fixes: Nicholas Polchies

Gameplay Music: Michael "Misha" Fewkes

Lobby Music: Mark Brown

Terrain deformation (as coded for Divine Disaster): Tim Waskett

Radius damage calculation and tank knock back: Lou Herard

Omega Transmission

Development Time:
May 28 - July 23, 2017
Play: In-Browser

Twin-stick arcade space shooter

Original project lead, base programming, player movement and input, concept art: Renaud Marshall

Score display, score UI, refactoring, various powerup and laser art, music code, menus and pause, fleet enemy type: Michael Noronha

Switched strafing direction, powerup flashing, shield powerup art, health bar update, pause menu: Sahil Haridas

Timeout before spawning waves, code optimization, shield powerup: Ezovex Dickson Goh

Tracking powerup and fine tuning, level authoring, boss AI, boss art: dtderosa

Background and player ship art, projectiles art, player attack input, sfx: Andy King

Music: Simon J Hoffiz

Strafing movement, collision tuning: Dana Alcala

Healthbar art, ship direction art, shield art: Mary Brady

Particle system, gamepad support, screenshake, shockwave particle, powerups: Christer "McFunkypants" Kaitila

Dynamic display size, enemy wave structure, wave name display: Chris DeLeon

Squash Encounter

Development Time:
Mar 19 - May 7, 2017
Play: In-browser

Semi-3D squash in-browser against an AI opponent

Lead game developer (see detailed credits in-game): Sergio Solorzano

Players serve art/code, full screen code, AI: JL Evans

Scoring, AI, title banner: Marcus Silva

Menu programming: Matthew Ko

Credits and Ball hit sound integration: Adam Croft

Menu Music: Nikki Sapp

Sprint and sound mute programming: Ashleigh Morris

Ball bounce trail: Christopher Kocan

Sprint sweat particles: Andreas Lathe

Game scale to full screen, debug support: Caspar Dunant

Sourced sounds, Howler integration, gamepad support: Christer (McFunkypants) Kaitila

Computer AI and game debugging support: Chris DeLeon

Game Testing: Jeremy Kenyon, Trenton Pegeas

Wrecking Cloud Derby

Development Time:
Mar 12 - Jun 11, 2017
Download: PC / Mac

Sci-fi hover vehicle destruction derby

Project Co-Lead, player motion, main programmer: Chris DeLeon

Project Co-Lead, Concept, Ship models, Moon Track Co-Designer, Ax Hazard, Game Music: Micky Turner

AI for Avoidance, Recovery, and Hazard: Anthony Juarez

Moon Track Co-Designer, Smoke particles, Title Menu, Bridge and Ramp Models, Volumetric Lighting, Bowl Level, Faceted Building Models: Christer "McFunkypants" Kaitila

Sound (WWise Integration): Adam Croft

Smooth Architecture: Nick Baker

Screw and Hammer Hazards: Mark Brown

Lava Stage: Sergio Solorzano

Title Logo: Jerry McClellan Jr.

Menu Music: Nikki Sapp

Health Powerup Icon: Cameron Button

Shield Powerup Icon: baamosk

Menu Sound Effects: Ignacio Aguirre

Critical Alpha: Afterburner

Development Time:
Oct 30 - Jan 15, 2017
PC / Mac / Linux

New missions and features for Critical Alpha

Reboot (Afterburner) team lead, ground obstacles and vehicle AI: Nicholas Polchies

Original (Critical Alpha) team lead, gameplay, menus, 1992 3D models, 1910 trees/blimp, and mars base: Tim Waskett

AI collision avoidance: Reid Alford

WW1 plane models (SpadXIII and Fokker Dr.I): Caspar Dunant

HUD design and programming, camera shake: Patrick Nugent

Spaceship models, X-29 cockpit, tank models, missiles: Chris DeLeon

Crystal aliens and alien projectile effects: Jeremy Kenyon

Sound design and music: James C. Hoffman

Space ambience: Micky Turner

Special Thanks for procgen terrain tutorial: Sebastian Lague (not a club member)

Journey of Little 2-Bit

Development Time:
July 24 - Oct 9, 2016
Play: In-Browser (give sec to load)

Classic scrolling 2D sh'mup

Project Lead, Coding, Life/Health Art: Caspar Dunant

Rocket Art: Jeremy Kenyon

Story, Energy Ball, Rocket, and Space Ship Art: Chris Markle

Player Shields: Chris Karpyszyn

Tile Map Code, Stars Parallax: Chris DeLeon

Turrets Art: Mykola Mykhailytskyi

All Sounds: Micky Turner

Cave Level: C: Games

Level Design: Eric Andrade

Menu Music: Thomas Kresge

Bosses Art, Enemy Art, Playtesting: Oasis Rim

Page Styling, Weapons Art, Power-Ups, Turret Projectiles Art: Ashleigh Morris

Canvas Scaling, Playtesting: Nicholas Polchies

Optiverse: Origins

Development Time:
Mar 3 - Apr 12, 2016
Play: In-Browser

Sci-fi themed optics-inspired puzzle game

Project Lead, Programming (Game Mechanics): Erik Verlage

Programming (Level Editor): Andreas Lathe

Programming (Menus, Audio): Marcus Silva

Artwork (Sprites): Dionell Macabugao

Programming (Cutscenes, Animation Code): Chris DeLeon

Sound Effects and Tracks: Thomas Kresge

Story: JL Evans

Level Design: Tim Waskett (10, Internal Reflection; 10, Mixed Mechanics), Erik Verlage (8, Tutorial), Marcus Silva (1, Curves), Dan Lazar (1, Reflection Brings Two Together)

Wrecking Cloud

Development Time:
May 5 - July 31, 2016
Download: PC / Mac / Linux / Gameplay Video

Stop the robot invasion in fully-destroyable Earth ruins

Lead, Gameplay Code, Destroyable Buildings: Chris DeLeon

Art Lead, Robot 3D Models+Textures, Terrain, Research Buildings: Angelo Gazzia

Models for Wrecking Hovercraft, Fusion Core, and Fusion Collector Tank, also Sound Effects: Micky Turner

Tractor Beam, Giant AI, Explosion Effects, Collection Mode, Rocket Model: Jeremy Kenyon

Original Music: c:games

Addl. Story: Steve Palley

Addl. Fire and Sky VFX: Tim Waskett

Arcade 88

Development Time:
Nov 12 - Dec 15, 2015
Download: PC / Mac Watch: Final Update

1980's-like arcade experience.

Team Lead, Programmer, People: Chris DeLeon

Dialog Design, Hats Cabinet, Game Design and Pixel Art for 6 games: Henry Shotwell

3D Cabinet Model: Eric Andrade

Cabinet Textures for 3 Games: Sasha Reneau

Prizes art (Dice, Eyes): Charlie Volpe

Toy Gun Prize: Dan Lazer

Reagan Runner Concept, Boot Art: David Yoon

Music: Nate Chambers

Atmosphere SFX: Andy Hofle (found, non-member)

Music Producer: Mario Bueno (Creative Commons)

Drift Bravely

Development Time:
Mar 19 - May 14, 2017
Play: In-Browser

Asteroids-like with procedural glitch effects

Project lead, programming, game design, writing: Ashleigh Morris

Particle system implementation: Sergio Solorzano

Title screen imagery: c: Games

Sound system creation: Christopher Kocan

Debugging assisting, coaching: Chris DeLeon

SFX creation, implementation: Dedrick Sarzaba

Gamepad support, retro overlay fx, sfx, asteroid wrapping mechanic: Christer "McFunkypants" Kaitila

Performance enhancements, wave effect, glitching: Nicholas Polchies

Writing, shot wrapping, project compilation, performance enhancements, cutscene implementation: Marcus Silva

Procedurally drawn asteroids, collision detection, vector ship: Caspar Dunant

Background music track: Nikki Sapp

Pause menu, quit button: Zak Ali

Roman's Adventure

Development Time:
Sept 25 - Dec 11, 2016
Play: In-Browser

Discover the secrets of this haunted house's puzzles

Lead, Programmer, Level Design, Art: Oasis Rim

Environment Art, TitleScreen Art, Animated Character Art (Bat, Blob, Grey Skull): Matthew Ko

Programmer, Level Design, Art: Chris DeLeon

Writer: Chris Markle

Music: Jessica Fichot

Sound Effects: Micky Turner

Programmer (Sound, Attic Puzzle), Attic Level Art and Design: Caspar Dunant

Programmer (Keys/Doors): Paul Diaz

Environment Art (Study): Federico Leites

Animated Character Art (Pumpkin), Item Art (Flashlight): April Blair

Programmer (Ghost, Kitchen Puzzle Alpha), Kitchen/Bedroom Level Design: Ashleigh Morris

Animated Environment Art (Clock, Sconces, Plants) : Nick Baker

Character Art (Ghost): c: Games


Development Time:
Nov 6 - Jan 29, 2017
Download: PC / Mac / Linux

Point and click 3d adventure. Viva la cube!

Project lead, player motion programming, puzzle and level design, writing: Chris Markle

Dialog and choice system programming: Reid Alford

Models (trash can, lamp, rug, frosted windows): Caspar Dunant

Models (toys, doors, salt & pepper shakers, food tray cart, table, stool, chairs), main menu UI programming, QA, audio integration: Oasis Rim

Models (signs), QA: Jeremy Kenyon

Sound effects and music: Micky Turner

Sound effects, funky guitar licks, QA: Christer Kaitila

Models (Security camera, keypad, kitchen cabinets and sink, tissue box), inventory system and item use programming, scene lighting: Chris DeLeon


Development Time:
June 19 - Aug 28, 2016
Play: In-Browser / Video Trailer

Solve puzzles by visually applying linear algebra concepts

Project Lead, Programming, UX/UI: Erik Verlage

Sound and Music: Micky Turner, Lily Pixie

Color Consultant: Sasha Reneau

Puzzle Design: Erik Verlage, Tim Waskett, Chris DeLeon, Jeremy Kenyon, Chris Markle, Micky Turner, and Paul Diaz

Level Card Icon Generator: Chris DeLeon

Level Testers: Alex Verlage, Sunita Darbe, Midori Shibuya, Sarah Haney, and Kelsey Murphy

Galaxy Breacher

Development Time:
Oct 1 - Nov 6, 2015
Download: PC / Mac Watch: Video Trailer

3D space combat, lone interceptor facing huge ships.

Project Lead, Gameplay, Levels: Chris DeLeon

Models for Serpent, Interceptor, & Turret: Dan Lazar

Ship & Serpent Textures, Game Logo: Sasha Reneau

UI Design and Implementation: Marcus Silva

Sound Effects and Original Music: Nate Chambers

Narrative Design: Leiah Fournier

Creative Commons Music Selection: Joe Spradley

Music: Kevin MacLeod (Creative Commons)

Hungry Game

Development Time:
Apr 21 - June 9, 2016
Play: In-Browser

Government has collapsed, gangs rove the streets... deliver pizzas to save the world!

Project Lead, Programmer, Game Designer: Jeremy Kenyon

Two neighborhoods, rifle and ammo code, enemy hit animations and health, menu mouseover, main menu colors, hud improvement, character model adjustments, enemy attacks, armor, addl. game design: Chris Karpyszyn

Created sound effects and music for game, created different building types: c: Games

Created model for main character, start screen image, ending level, oven: Angelo Gazzia

Developed the level editor (originally made for ANTventure, adapted for this game): Charlie Volpe

Legends of the Outlands

Development Time:
Jan 21 - Feb 25, 2016
Download: PC / Mac / Gameplay Video

Co-op puzzle solving adventure rats

Project Lead, Gameplay, Story, Character Model, Layouts, Environment Models, Puzzle Models, Logo: Leiah Fournier

Core Programming, Network Co-Op, Camera Movement, Player Controls, Audio: Jeremy Kenyon

Puzzle Animations, Environment and Puzzle Models: Tim Waskett

Player Ability Code, Puzzle Mechanics, Debugging: Nicholas Polchies

Textures, Shaders, Lighting, Environment Models: Dan Lazar

Addl. Models: Sponge, Closed Book, Dishsoap, Can: Charlie Volpe

Cooking Pot Model: JL Evans

Puzzle Mechanics, Debugging, Spoon & Spool Models: Chris DeLeon

Original Composition of Theme and Level Music: Thomas Kresge


Development Time:
Jan 7 - Feb 11, 2016
Play: In-Browser

Retro ant platformer with powers and puzzles

Project Co-Lead, Lead Level Designer: Henry Shotwell

Project Co-Lead, Art / Animation: Jonathon McClendon

Level Editor Design and Programming: Charlie Volpe

First Tile/Jump Code, Support, Brown Rooms: Chris DeLeon

Purple Rooms Level Design: Erik Verlage

Music Composer: Charlie Shotwell

Critical Alpha

Development Time:
May 19 - July 17, 2016
Download: / Video

Procedurally generated terrain and missions in an aerial combat game, across multiple time periods

Lead Design, Gameplay Programming: Tim Waskett

HUD Design and Programming: Patrick Nugent

3D Modeling: Tim Waskett, Caspar Dunant, Chris DeLeon, Jeremy Kenyon

Sound Design: James C. Hoffman

Special Thanks: Sebastian Lague

Little Brother

Development Time:
Oct 8 - Nov 6, 2015
Play: In-Browser (Chrome recommended)

Wikileaks/NSA-themed match-3 game.

Project Lead, Main Programming: Jeremy Kenyon

Art: Sasha Reneau

Game Programming: Marcus Silva, Sam Tobia

Music: Calix Reneau

Divine Disaster VR

Development Time:
Aug 14 - Dec 4, 2016
Download: PC / Mac / Linux

Become an angry deity, in HTC Vive VR

Project Lead, Level Design, Game Design, Main Programming: Jeremy Kenyon

Tree Models: Christer "McFunkypants" Kaitila

Music and Sound Effects: Micky Turner

Huts, Totem, and Meteor Models: Retrophil

Fire System, Hand Models/Animation: Reid Alford

Real-Time Terrain Deformation: Tim Waskett

Level Design, Little People Image: Chris DeLeon


Development Time:
June 2 - July 17, 2016
Play: In-browser

Shoot bubbles with a bouncing cannon and color mixing!

Lead, Core Game Code, Grid Logic: Nicholas Polchies

Particle Effects, Cannon Powerup, Sound/BG Code, Code Cleanup: Caspar Dunant

Bubble, BG Art, Music, Color Mix Concept: c:games

Dashed Aimer: Chris Markle

Menu Code: Jeremy Kenyon


Development Time:
Oct 23 - Nov 27, 2016
Play: In-Browser

Relaxing Mahjong Connect

Project Lead, Coding, Classic Tilesets: Caspar Dunant

Tileset Hiragana: Jeremy Kenyon

Tileset Crosspoint: Chris DeLeon and Erik Verlage

Sounds: Micky Turner

Music: Nick Baker

Percival Peckinpah, Professional Picnic Packer

Development Time:
Jan 7 - Feb 4, 2016
Download: PC / Mac

Be the best at packing picnics

Co-Lead, Concept, Models, Design, Writing, UI Design: Sasha Reneau

Co-Lead, Production, Concept, Design, Level Design: Steve Palley

Music: Thomas Kresge

Models, Code, Lighting, Audio/VO: Chris DeLeon

Writing: Jeremy Kenyon

Furniture, Addl. Models: Dan Lazar

Thopiax: The Arena

Development Time:
Mar 24 - May 12, 2016
Play: In-Browser

Overhead co-op medieval battle

Design, Team Led, Menu Code, UI, Abilities (healing, horn, throwing attacks): Henry Shotwell

Player Character AI (Melee and Ranged), Collision and Enemy AI Bugfixing: Andreas Lathe

Waves Code, Weapons Code Refactor, Most Enemy AI, Polish/Fixes: Nicholas Polchies

3D Enemy Art, Arena, Columns: Angelo Gazzia

Animated Player Characters: Sasha Reneau

Original Soundtrack for Title and Action Music: Charlie Shotwell

Fire Spell Effects, Sound Code Hookups: Marcus Silva

Writing (Intro Story Text): Steve Palley

First Weapons (Sword, Shield, Arrow, Grapple Hook), Animation Code, Logo: Chris DeLeon


Development Time:
Feb 18 - May 19, 2016
Download v0.9: PC / Mac

Ranged tag online with toys in an office.

Project Lead, Concept, Networking, Gameplay Programming, Combo Plays, Scoring, Player UI, Lighting, Level Dressing, 3rd Person, Dart Gun Code: Dan Lazar

Water Cooler Station Art, Cubicles Art, Addl. Combo Plays Design: JL Evans

Event System, Level Design, Telepresence Robots and Terminal, Photocopiers, Ceiling Lights: Tim Waskett

Tripwire Weapon Code: Andreas Lathe

Combo System, Water Cooler Station Code: Nicholas Polchies

Tripwire Weapon Art: Sasha Reneau

Posters, Addl. Combo Plays Design: Jeremy Kenyon

Art for Player, Dart Gun, Soda, Vending, Filing Cabinet, Cubicle Decor, Trees, Carpet, Ceiling: Angelo Gazzia

Tooltips, Camera Tuning, Water Cooler Effects, Dart Nuke, Ammo Stations, Misc. Polish: Chris DeLeon

Windy Balloon

Development Time:
Dec 18 - Feb 19, 2017
Play: In-browser

Help Dr. Wendy B. Loon deliver the zombie cure in her hot air balloon

Lead, Tilt Effect, 3 Levels, Cutscene Anims: Chris DeLeon

Zombies, Twister, Sound Hooks, London: Sergio Solorzano

Temperature Spoil Code, Cooling Building: Eric Andrade

2 Monuments (NYC, Pisa), Menu Code: Matthew Ko

2 Monuments (Eiffel Tower, Temple of Heaven): c:games

Particle Effects for Wind, Fire, and Twister: Andreas Lathe

Sound Effects: Micky Turner

Gameplay Music: Thomas Kresge

Tutorial Level, Golden Gate Bridge Art: Ashleigh Morris

Warning Airplane Model & Flyover Code: Caspar Dunant

Mute Feature: William DiFruscio

Building Art (Main/Background in NYC, Pisa): Tyler Hays

VO, Level Select, Sound Code, 4 Levels: Christer Kaitila

Canvas Scale (As Coded for APC5): Nicholas Polchies

Foam Corps

Development Time:
Oct 19 - Dec 3, 2015
Download: PC / Mac

Use foam darts to defeat hidden office zombies. Online co-op.

Lead, Main Programming, Concept, Character and Environ Models, Networking, Lighting, Game Modes, AI: Dan Lazar

Git Setup, Cursorlock, Tuning: Marcus Silva

Speed and Health Powerups: Jeremy Kenyon

Music: Nate Chambers

Prop Placement, Watergun Art, Title Screen: Chris DeLeon

Addl. Concepts: Calix Reneau

Testers: Allen Wan, Patrick Nugent

Pizza Rat Forever

Development Time:
Oct 29 - Dec 3, 2015
Download: PC / Mac

Find the pizza and drag it home. Don't get squashed!

Lead, Concept, Design, Coding, Music: Steve Palley

Models (All Except Boot), Addl. AI Script: Dan Lazar

Boot Model, Sounds: David Yoon

Addl. Design & Code, Wall & Floor Art: Chris DeLeon

Terminal Prophecy VR

Development Time:
Jan 14 - Feb 18, 2016
See: Section of Club Demo Video (APK unavailable since Samsung Gear VR requires per-headset configuration)

Blast flying viruses with your face laser!

Design, Pitch, VFX, Concept by: Calix Reneau

Writing: Leiah Fournier

Code, Art, Sound, VO: Chris DeLeon

Music: Nate Chambers

Cat's Meow

Development Time:
Dec 10 - Mar 17, 2016
Download: PC / Mac

A near-future dystopian cat adoption game show

Project Lead: Jeremy Kenyon

Cat Modeling and Animation: Dan Lazar

Environmental Modeling: JL Evans, Leiah Fournier

Game Show Music: Thomas Kresge

Programming: Patrick Nugent, JL Evans, Jeremy Kenyon

Crowd Chant/Cheer: Leiah Fournier, Erik Verlage, Steve Palley, Sasha Reneau, Charlie Volpe, Henry Shotwell, Chris DeLeon

Main Menu Music: Kevin MacLeod ("Hep Cats" - non-member, Creative Commons,

Nightmare Sky

Development Time:
Aug 7 - Sept 18, 2016
Download: PC / Mac / Linux

Jump between clouds! Discover fantastic treasures!

Pitch, Concept, Main Code: Chris DeLeon

Monster Model, Sound: Micky Turner

Original Music, FMOD: Thomas Kresge

Writing, Menu UI: Chris Markle

Game Title: Lou Herard

Trail Shaders, Sky/Ground Fade: Nicholas Polchies

Addl. Early Story Input: Chris Karpyszyn

Cabinet Model from Arcade 88: Eric Andrade

Castle Model from Pirate Moon: Jeremy Kenyon

Cloud Spawn and Terrain Code from Critical Alpha: Tim Waskett

Special Thanks: Sebastian Lague

Lunar League Fütbol

Development Time:
Nov 23 - Jan 7, 2016
Play: In-Browser

Overhead pick-up soccer on the moon

Concept, Pitched by: Joe Spradley

Player+Score Code: Charlie Volpe

AI Code: Marcus Silva

Art, Ball Code: Chris DeLeon

Sound Effects: Patrick Nugent

Currently In-Development

Images in this section are of works-in-progress. Another 1 or 2 games will start soon.

Sea: Officially Lost

Development Time:
July 30 - December 17, 2017

Undersea survival horror

Pitched and Led by: Jeremy Kenyon

Team So Far (subject to change): Simon J Hoffiz, Cameron Button, Andy King, @brk_zp, Erik Verlage, Michael "Misha" Fewkes, Caspar Dunant, Tim Waskett

Spell Spiel

Development Time:
July 16 - September 17, 2017

Typing practice RPG lite

Pitched and Led by: Rémy Lapointe

Team So Far (subject to change): Terrence McDonnell, Cindy Rel Lee, Mary Brady, Dedrick Sarzaba, Ezovex Dickson Goh, Sahil Haridas, Sergio Solorzano, Kornel, Zak Ali, Dana Alcala

Featured Club Developers

Portfolio sites by some past and present Gamkedo Club members

Tim Waskett 🇬🇧

Programmer, 3D Modeler, Team Lead, Level Designer

Member Jan 20, 2016 - present

2 Club Teams Led: Sunbeam, Critical Alpha

9 Club Team Credits: Wrecking Cloud, Divine Disaster VR, CrossPoint, Overtime, Legends of the Outlands, Optiverse: Origins, Singed Dirt, Nightmare Sky, Critical Alpha Afterburner

Portfolio Includes Non-Club Projects

Erik Verlage 🇺🇸

Educational Game Designer, Programmer, Team Lead

Member Jan 27, 2016 - Present

2 Club Teams Led: Optiverse: Origins, CrossPoint

3 Club Team Credits: AntVenture, Irenic, Cat's Meow

Portfolio Includes Non-Club Projects

Nicholas Polchies 🇨🇦

Programmer, Team Lead

Member Feb 1, 2016 - Present

2 Club Teams Led: Critical Alpha Afterburner, APC 5

5 Club Team Credits: Journey of Little 2-Bit, Thopiax: The Arena, Overtime, Legends of the Outlands, Nightmare Sky

Portfolio Includes Non-Club Projects

Caspar Dunant (SpadXIII) 🇳🇱

Programmer, Team Lead, Modeler

Member June 8, 2016 - Present

3 Club Teams Led: Irenic, Journey of Little 2-Bit, Towers of Space

9 Club Team Credits: Roman's Adventure, APC5, Globuton, Windy Balloon, Sunbeam, Singed Dirt, Space Pool, Critical Alpha Afterburner, Critical Alpha

Jeremy Kenyon 🇺🇸

Programmer, Team Lead, 3D Artist

Member Oct 1, 2015 - present

5 Club Teams Led: Singed Dirt, Divine Disaster VR, Hungry Game, Cat's Meow, Little Brother

12 Club Team Credits: Critical Alpha, Critical Alpha Afterburner, Globuton, Journey of Little 2-Bit, Wrecking Cloud, Irenic, Overtime, APC 5, Legends of the Outlands, CrossPoint, Foam Corps, Nightmare Sky

Chris Markle 🇺🇸

Writer, Team Lead, Programmer Lite

Member Jun 23, 2016 - Present

1 Club Team Led: Globuton

6 Club Team Credits: Sunbeam, Roman's Adventure, Journey of Little 2-Bit, APC 5, CrossPoint, Nightmare Sky

Portfolio Includes Non-Club Projects

Thomas Kresge 🇺🇸

Music Composer, Sounds

Member Jan 26, 2016 - Present

7 Club Team Credits: Windy Balloon, Journey of Little 2-Bit, Optiverse: Origins, Legends of the Outlands, Percival Peckinpah Professional Picnic Packer, Cat's Meow, Nightmare Sky

Portfolio Includes Non-Club Projects

Dedrick Sarzaba 🇺🇸

Sound Design

Member May 5, 2017 - Present

4 Club Team Credits: Singed Dirt, Drift Bravely, Towers of Space, We Took Their Cheese

Portfolio Includes Non-Club Projects

Nick Baker 🇺🇸

Programmer, Level Designer

Member Oct 23, 2016 - July 23, 2017

3 Club Team Credits: Sunbeam, Wrecking Cloud Derby, Roman's Adventure

Portfolio Includes Non-Club Projects

Sasha Reneau 🇺🇸

2D and 3D Artist, Team Lead

Member Oct 1, 2015 - present

1 Club Team Led: Percival Peckinpah Professional Picnic Packer

7 Club Team Credits: Thopiax, Overtime, Arcade 88, CrossPoint, Galaxy Breacher, Cat's Meow, Little Brother

Portfolio Includes Non-Club Projects

Marcus Silva 🇺🇸

Programmer, UX, Puzzle Design

Member Oct 1, 2015 - Present

7 Club Team Credits: Space Pool, Optiverse: Origins, Thopiax, Galaxy Breacher, Little Brother, Foam Corps, Lunar League Fütbol

Portfolio Includes Non-Club Projects

Noah Lema (aka c:games) 🇺🇸

Musician, Sprite Artist

Member May 6, 2016 - Present

3 Club Team Credits: Windy Balloon, Wrecking Cloud, APC 5

Portfolio Includes Non-Club Projects

Nate Chambers 🇺🇸

Music Composer, Sounds

Member Oct 1, 2016 - Present

4 Club Team Credits: Arcade 88, Galaxy Breacher, Terminal Prophecy VR, Foam Corps

Portfolio Includes Non-Club Projects

James C. Hoffman 🇺🇸

Music Composer, Sounds

Member May 23, 2016 - Present

3 Club Team Credits: Critical Alpha, Sunbeam, Critical Alpha: Afterburner

Portfolio Includes Non-Club Projects

Lou Herard 🇺🇸


Member Jun 19, 2016 - Present

2 Club Team Credits: Nightmare Sky, Singed Dirt

Portfolio Includes Non-Club Projects

Reid Alford 🇺🇸

Programmer (Tools and AI)

Member Sept 7, 2016 - Jan 6, 2017

4 Club Team Credits: Sunbeam, Critical Alpha: Afterburner, Globuton, Divine Disaster VR

Portfolio Includes Non-Club Projects

Jerry McClellan 🇺🇸

Art and Game Design

Member April 1, 2017 - Present

1 Club Team Credit: Wrecking Cloud Derby

Portfolio Includes Non-Club Projects

Christer "McFunkypants" Kaitila 🇨🇦

Programmer, 3D Modeling, Voice Actor

Mentor Nov 24, 2016 - Present

8 Club Team Credits: Sunbeam, Singed Dirt, Wrecking Cloud Derby, Space Pool, Squash Encounter, Windy Balloon, Globuton, Divine Disaster VR

Portfolio Includes Non-Club Projects

Professional Mentors

Team leads also informally mentor collaborators and newer members

Founder & Trainer Chris DeLeon

Hi! I live in L.A. with my fiancée Laura and our cat EDI. I've been making games for 20 years, including pro game design on console games for Electronic Arts, in casual web games at a Silicon Valley start-up, and indie mobile (including a #2 paid game in 2008). Before starting Gamkedo I taught game creation skills at Georgia Tech. On the side I organize IndieCade's workshops in L.A. and Paris, teach kids coding in Malibu, and do game developer outreach now with over 70 podcast interviews and millions of YouTube views. Recently I guest wrote several episodes for Extra Credits (1, 2, 3, 4).

Speaker for, worked with, or had work featured in:

• Forbes 30 Under 30 for Entertainment in 2011
• IndieCade 2010 Finalist, GameU Co-Chair since 2014
• Level design in game at Smithsonian (Boom Blox)
• Udemy instructor teaching 70,000 students
• Academic and industry conference speaker
• Engine & levels, Vision by Proxy 2, 7+ million plays

Mentor-in-Residence Christer Kaitila

Lead programmer on over 100 non-game software projects, one day he put a quarter into a dusty Ms. Pac Man machine that shouldn't have even been there. He had the perfect game; beat the decades-old high score in front of his girlfriend, and had a life-changing epiphany. Developing business software was not going to make him happy. He quit his job that very day, dropped out of corporate society, married the girl who cheered him on, and devoted his life to making games. He was lucky. It turned out like he'd hoped.

• Founder of #1GAM, now on its 5th year
• Created 40 games
• Written 15 tutorials
• Two published books
• Composed 75 songs
• Professional voice actor


"I like that the group isn't tied to the physical location, making it possible to be part of a development group from anywhere. Gamkedo Club has helped to increase my skill level and provided good experience doing team projects."

Nicholas Polchies
Project Lead on 2 teams
Contributor on 5 games

Questions about Gamkedo Club?
or call 917-GAME-DEV (426-3338)

How Sponsored Membership Works

Anyone can join Gamkedo Club directly, with no application process. However, our one-on-one help and mentored group practice is made possible by membership dues. Although our rates are comparable to a gym class or training with a dojo we recognize this is still outside the budget for many people who may otherwise be a great fit to develop as part of our group.

That's where Gamkedo's Patreon comes in. Patreon is a monthly crowd-funding platform, so rather than a one-time goal like KickStarter it's a recurring arrangement. Through the generosity of anonymous sponsors our group is able to accept a limited number of members at no direct cost, dues covered fully at a reduced rate through Patreon supporters.

Apply for Sponsored Membership

If you would need sponsorship to participate in Gamkedo Club you can fill out our short application. Unfortunately, we are unable to accept all applicants, however it's free to apply and does not take long.

As a reminder, registering to be a member does not require an application if you are able to cover your membership through dues.

Official Merch

Perfect for members, family, sponsors, supporters and fans of Gamkedo Club.