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Game Jams, Music Performance and a Cancelled Skateboarding Game

PERFORMANCE -
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After quarantine I needed a new outlet so, acting on some latent childhood yearnings, I rented a saxophone. Many equipment purchases and basement, bar and outdoor shows later and 'Karen Dazzler' is born, upstate NY banshee. Every show is fully improvised, and I'm usually accompanied by an array of gadgets and loopers and effects to help fill the space. I'm also an eager collaborator, and happily lend my strange sounds to other people's bands and projects and recordings. I'm currently a regular member of the Saratoga based 'Improv Spaces' performance group, play occasionally with friend Manny J. Perez's noise music project "Structure Affliction" and just joined another band. Check out my instagram for show dates and such biz!

GAME JAMS -
- I love me a jam, it's always friends not sleeping, stressing out, picking each other up, and then high fiving and eating pizza (or crying and hugging because the build broke). I have a lot of fond memories of dorm rooms and late night discord calls ideating and problem solving as quickly as possible, trying to think of what the coolest song you can make in an hour is. Me and pal Sam Suite had quite a fruitful jam relationship, cranking out two jams that paved the way for full-blown projects, and then one that was kinda 'eh'. I just recently got back into jamming after a couple year hiatus with "Boney Spaloney", made with some lovely local game dev friends for the 2025 GGJ.

Boomerang X -
- Throw a boomerang and then it throws you, at spiders! My and Sam Suite's submission for the first GMTK jam in 2017.

Boney Spaloney -
- Blow some bubbles and mush them up into a bigger bubble, as all bugs do. I provided the music and sound and my friends Michael and Arlen did the rest.

IO Interloper -
- Hack the mainframe, steal the launch codes and download a car. Made by me and Sam Suite for a college assignment.

Dino Dearest -
- Date a dinosaur and then join a cult, the ultimate dinosaur dating adventure before we knew 'volcano high' existed. Music by me and game by the rest of the DANG! squad

Argus -
- A strange little game where you can see 360 and fight some demons. Made by me and Sam Suite for the GMTK 2018 jam.

Test Pilot -
- Your ship is crashing and everything is breaking, hurry and flip some switches! I honestly can't remember what I did on this one but I think it was some of the art?

a Cancelled Skateboarding Game

Skater, Die! (working title) -
- This one breaks my heart to think about a bit because it was the project that my old studio, DANG!, went out on. The dream was to make an open-world skateboarding game with badass combat that put skateboarding front and center, and with a killer story to boot. We had the world and story parts worked out pretty solidly, and even came up with a pipeline to allow a team of three artists to populate an entire world with models and textures. But when it came to the combat, I would say I was too married to the movie in my head and couldn't let got of it enough to see that, mechanically, it wasn't working. It just wasn't fluid enough, turns out creating a combat system that works even when the player has a skateboard that always goes at 70 mph in an open-world is really hard. Eventually we reduced combat down to some very basic verbs and decided to emphasize tricks and pure platforming, but by then the games industry had started to enter the doom-spiral that we're still in, and funding options had started to dry up. Our one solid lead for funding pulled out (an Embracer subsidy), and we scrambled for options, pitching a severely reduced version of the game at PAX West 2024. But our pitch landed with a thud, and reducing the budget down to a couple hundred thousand US dollars was still nowhere near enough, we were well outside of the budgets most indie publishers were able to afford. And so it goes that this story ends with a tribute page to the sickest unreleased skateboarding game about exploring the post-apocalypse, fighting mutant tigers and blowing up a shopping mall that a five person team could've hoped to make. Direction, art and animation by myself, graphics, shaders and engine tools by Sam Suite, AI programming by Bones Taylor, writing by Sean Concannon, concepts by Janice Ho.

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