Game Designer
I've designed games for AAA and independent studios, across all sorts of specialties including narrative, technical, and level design.
I’m Colin McInerney, a game developer with experience in game design, writing, and programming. My friends and I founded Pedalboard Games.
I’m available for part-time work, contract work, and consulting. Below are some reasons that might be interesting to you.
I've designed games for AAA and independent studios, across all sorts of specialties including narrative, technical, and level design.
I can stand up, prototype, and ship systems, and write powerful, designer-friendly tools to improve workflows.
I write across a wide variety of games, with a focus on comedy and weird body horror, but excel at tone-matching just about anything.
Creepy Redneck Dinosaur Mansion 3 is a matchroidvania game by Strange Scaffold, exploring the process of a video game protagonist finding out his game is cancelled.
Go to Creepy Redneck Dinosaur Mansion 3
WHEELJAM is a game jam about the persuasion wheel from The Elder Scrolls IV: Oblivion.
Go to WHEELJAM
A breakout-style arcade game created for Meow Wolf’s Houston location, Radio Tave. Created in collaboration with Strange Scaffold. This page contains a full project breakdown and gameplay video.
Go to River Heights Mall Gene Splicer 3000
A new narrative adventure game from Don’t Nod Montreal. I am contracting as a level designer, working on implementing narrative and gameplay flow in Unreal Engine 5.
Go to Lost Records: Bloom & Rage
A fantasy-horror kidnapping simulator by Strange Scaffold. I did content design by concepting and implementing campaign missions inside data structures in Unreal. This page has a description of the game, followed by a general design breakdown of one of the more complex levels in the game.
Go to Life Eater
I was the Narrative Director on Pigeon Simulator, where I worked with a small team through multiple demos of the game before the studio was shuttered. Here you’ll find an assortment of writing samples and documentation relevant to narrative design and cross-collaboration.
Go to Pigeon Simulator
I did additional programming on Dangeresque: The Roomisode Triungulate. This page contains an in-depth technical breakdown of how I got the textboxes to work, and the features I added.
Go to Dangeresque: The Roomisode Triungulate
Bass Reeves Can't Die, but the game sure did. My first project with Strange Scaffold, and the one that got away. Subject of an hour-long documentary.
Go to Bass Reeves Can't Die
I worked at Owlchemy for over half a decade and shipped multiple projects as both QA and a Content Designer. Here you’ll find writing samples, VO samples, and videos of my work in action.
Go to Owlchemy Labs
A mobile game I made in my spare time with friends, leading to us starting a company, going through the shipping process, winding down the game and shutting down the studio. This is the story of The Bread & Butter Game Company as much as it is about the game.
Go to All Hams on Deck!
I’ve made a few Game Jam games over the years! Here you’ll find some links and info about those. So far, all of them have been made in Unity.
Go to Game Jams
I don’t really consider myself a 3D artist, but I do like to learn things, and sometimes that involves making things that just look cool. This is a collection of all the cool 3D things I’ve made, all done in Blender.
Go to 3D Art and Animation