Hi! I'm Lincoln 👽☂️

Game Developer, Product Manager, Software Engineer. You can see some of my projects below. Reach out at lincolMfreedman@gmail.com

EXP

An Isometric Action RPG which collects telemetry on aspects of player behavior, such as the frequency with which they use different skills. It then feeds this data into an algorithm, which uses it to automatically determine which of 5 character classes is best suited for their playstyle.

Radio Survival

A survival game about escaping from an alien planet with the help of an orbital space station. Build towers, kill or evade monsters, and teleport away. Produced in 72 hours for the Ludum Dare 59 game jam with the theme "signal."

Orbyter

A Metroidvania platformer produced for the Summer Climate Game Jam event at Indiecade. Play as Scarf - a crashlanded alien who attempts to save a threatened forest ecosystem from a raging wildfire. Can be played directly in browser on itch.io.

Path of Precision

A 3D block grid physics based puzzle game which challenges players to build devices to reposition a target object, while staying within a limited budget.

Astronomical Voxel Cave Generator

This project uses the Unity Engine to procedurally generate a voxel (3d pixel) cave system environment. It also fetches real time distances between Earth and other planets in the Solar System with AstronomyAPI. The distances are then used as inputs to influence various aspects of the procedural generation algorithm, such as number of cavities and tunnels, geometric irregularity, and visual effects used.

Metaballer

Jump between dynamically spawned particles and knock them around with a bat to reach the highest elevations you can in this infinite platformer. The core concept and namesake of this game is that all of its actors (player included) are rendered as metaballs - a graphics technique for creating fluid, lava-lamp-like visual effects.

Supportal Combat

Though healing/support roles are common across multiplayer games, virtually all singleplayer action games position the player as a damage dealer. This demo breaks that convention, instead forcing the player to support and manipulate their AI allies to win a battle. Produced in UE5 as part of a course on complex game AI at Northeastern University, it uses behavior trees to determine the optimal position and behavior (use skill, attack) for each actor. This system also integrates with player skills to create behaviors like allies running to healing spells or focusing enemies stunned by the player.

Tandem Defendo Tu

A competitive online strategy game demo. Features assymmetrical, pitting static towers against mobile demons. The game is intended as a synthesis between the tower defense and real time strategy genres.