Kwasi Asante

Hi! My name is Kwasi Asante, I am a software developer and game programmer from Brampton.

My passion for programming (and computers in general) started at a very young age, playing around on my family's Windows 95 box and creating spritesheets and mods for PC games.

Through my studies and personal projects, I hold a good understanding of programming in C#, C++, Java, HTML, CSS and JavaScript. During school, I had the opportunity to expand my knowledge of best practices in these languages through the development of mobile, web, and desktop video games.

Currently, I work at Visual Touch POS where I write and maintain RESTful APIs using ASP.NET, develop customer-facing websites with Windows.WebForms, and build iOS and Android apps with Xamarin.

I also enjoy participating in Game Jams; they're a great opportunity to collaborate, work under tight deadlines and meet new people.

I previously worked at an indie game studio, Agile Sloth, where I had the opportunity to work on awesome AR (Augmented Reality) mobile games.

Below I have included links to my projects, my resume, and some links to contact me. Take a look around and feel free to reach out to me to discuss any of my projects.

Check out some of my projects

(click on project tile to see more info)

Cadescent Aether large logo

Cadescent Aether is a colourful rock-paper-scissors 2-player game where a player takes on waves of enemies using energetic rhythm mechanics that give the game a mix of challenge and strategy. Each player must navigate between the three lanes and send out a pair of three shapes to do battle against their foe. Both players have a choice of three shapes: a sphere, a cube, or a triangular-prism with each shape able to defeat one of the others. The goal of the game is to get as many shapes as possible into your opponent's side within the time limit.

Cadescent Aether was made during the 2017 Global Game Jam. I worked alongside 3 other programmers and took on the role of the game mechanics developer. I created and polished the rock-paper-scissors mechanics and player controls. I also fine-tuned the rules and lane movement mechanics. As well, I assisted my other team members with work on the menu screen UI and with general debugging.


Kwasi Asante: Game Programmer/Designer/Level Editor

Kai Ahmed: Project Manager/Game Programmer/Designer/Audio Engineer/Lead Artist/Level Editor

Kevin Garland: Game Programmer/Designer/QA Tester

Peter Tran: Lead Game Programmer/Designer


Download Here

Tuber Tyrants start screen

Tuber Tyrants is a fun 4-player survival platformer with cartoon visuals and referential humour. Each player controls a tuber, each representing a political leader, and try to jump on to the oncoming platforms; the surviving tuber is declared the winner. However, the game will throw random challenges known as "Alternate Facts" into the game to add difficulty for the players, inviting a more intense and exciting experience.

Tuber Tyrants was made during the 2017 PTBO Game Jam. I worked on Tuber Tyrants with 3 other programmers and an artist, I took the role of the mechanics developer, in which I created the controls, platform movement, multiplayer functionality and the "Alternate Facts" mechanics; I also assisted in general debugging.


Kwasi Asante: Game Programmer/Designer/Level Editor

Kai Ahmed: Project Manager/Game Programmer/Designer/Audio Engineer/Level Editor

Kevin Garland: Game Programmer/Designer/QA Tester

Kailee Bryant: Lead Artist

Peter Tran: Lead Game Programmer/Designer


Download Here

Forgoatten Isles start screen

The Forgoatten Isles is a first-person platformer. Players must traverse through a series of puzzles on three islands to find a key on each island, in order to unlock a grand door and acquire the secret prize within. The player can run and jump on different cubes to reach the prize, however, some cubes behave differently and there are hidden traps all over the islands to add new levels of difficulty and challenge to the game.

The Forgoatten Isles was created during the 2017 ToJam. I worked on a 5-person team, 3 other programmers and 1 artist. I was the mechanics developer, creating the mechanics for the different blocks, the controls, and hidden traps. I also assisted in level editing and debugging


Kwasi Asante: Game Programmer/Designer/Level Editor

Kai Ahmed: Project Manager/Game Programmer/Designer/Audio Engineer/Level Editor

Kevin Garland: Game Programmer/Designer/QA Tester

Kailee Bryant: Lead Artist

Peter Tran: Lead Game Programmer/Designer


Download Here

Picture of Kwasi