I’m James Martini, a game designer and writer. This website features all of my work.
Check out the links below to see some selected works and learn about me. Below the list are all of the posts on the site. Feel free to use the categories in the top bar to sort by the kind of work you want to see.
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BYTE

itch.io link Wishlist BYTE on Steam Write your vows in blood! Estimated demo play time: ~2 hours BYTE is a tactics RPG that adapts the classic novel Dracula, by Bram Stoker, with an emphasis on the themes of queerness and technology.You play as Jonathan Harker, Dracula’s real estate agent, completing work tasks while exploring the
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Yvain and Gawain: The Game

Play it on itch right now! Yvain and Gawain: The Game is a small tactics-RPG based on the story Yvain, the Knight of the Lion, by the medieval French writer Chrétien de Troyes. The game explores the moment that two best friends, Yvain and Gawain, must fight each other in order to defend the honor
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Apricot and Fern

Itch.io link In Apricot and Fern, have a relaxing evening exploring this cute cafe nestled deep in the woods. Talk to the patrons, who love to spend their time lounging, playing games, and chit-chatting the night away. Technology Timeframe 5 months Role Sole developer
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BYTE Devlog: 9/4/24: Summer of fun! (and vampires!)

Since I graduated, I have not been writing devlogs, obviously, but that doesn’t mean the work on BYTE has stopped! In fact, the work on BYTE has remained at a pretty steady pace. Here on Labor Day (or the day after, oops :} (or two days after, now, lol :\)) I have just wrapped up
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BYTE Devlog 4/22/24: Steam page!

Anyway, this week I made a Steam page! You can wishlist BYTE on Steam right now! Making the Steam page was a pretty simple process, although it did take me pretty much the full week of time I had to work on the project. I got all my tax information in on Monday and by
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BYTE Devlog 4/8/24: Many more GIFs

Didn’t do a lot of dev work this week on BYTE but I made lots of GIFs! I ran the pitch deck by Shawn and Ramiro to get feedback and got great feedback, which included bolding key terms, updating my trailer a bit, and doing some other stuff but most of my work was spent
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BYTE Devlog 4/1/24: Cinematics

This week in BYTE was all about making the game more visually dynamic to look at. After talking with a coworker about it, he suggested that I get rid of the character portraits entirely, arguing that the visuals were distinct enough that even the new character portraits distracted from the visuals. I didn’t like the
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BYTE Devlog 3/25/24: RENDERING

Over the past couple of week I did lots of soul-searching and thinking about publishing but that’s not fun. What is fun? RENDERING Finally, after six years of using Unity, I actually understand the entirety of Unity’s rendering process and know how to control it at every stage. I’ve been talking with a coworker a
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BYTE Devlog 3/11/24: Another new model

I’ve been pretty swamped getting a build of my Capstone game ready for GDC so this was a slow week but I did manage to get some stuff done. For starters, I pitched to another five publishers, but again not much to say about that whole process. I rewrote my email template a bit to
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BYTE Devlog 3/4/24: New Character Models?

It’s been a slow couple of weeks for BYTE. I’ve been slowing down pitching until next week after the guest speaker but I have sent off about six or so pitches, of which I got some pretty encouraging feedback (still a rejection, but this one at least felt good). That pitch led to me pitching
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BYTE Devlog 2/12/24: Character Portraits

Over the past week, I started submitting BYTE to publishers! I only sent pitches out to four publishers, but have received feedback from one of them, though I will save that for my presentation next week. The other major things that have started happening in BYTE land are new attempts at revising the character portraits,