Pokémon Insurgence

Tools: Ruby, RMXP
Starting in 2015, and all the way through 2020 and beyond, I was the lead developer and programmer behind the fan-project Pokémon Insurgence. This was a fangame, a passion project making no money to give fans of the franchise a chance to play more games.

In development, I lead a small team of programmers, artists, musicians, and testers as we worked to create the game over the course of a few years (until 2020-ish, some time after the game's final release, where I gave up control of maintenance to a fellow team member).

Compared to rival projects, the game sported a plethora of features: live online player-vs-player battles, challenge modes, analytics, unique battle types, 3D camera movement, and custom enemy AI.

The game took off, gathering over 1,000,000 unique players over a couple years, and created vibrant an active Discord and forum communities around the game- from fanart to statistical analysis about optimal strategies in battle.

At the time, it was immensely possible, with it was one of the most popular fangames like it at its time, with YouTube playthroughs regularly racking up millions of views. At time, it was considered to be one of the top fangames to play (though looking back on it- the writing certainly shows its age and edginess).