Fionna Tanner Game Dev

Pick a game below to view a demo!

Six In The Chamber

Six in the Chamber is the Wild West movie I never made—a love letter to genre icons like A Fistful of Dollars and Django Unchained. I wanted it to feel like a non-stop action film, with punchy sound design, dramatic cinematics, and bold level design. One playtester summed up the final level best: “It was a real thrill—can it be longer?”

It was also a major technical milestone for me—my first time using Behaviour Trees and writing a custom collision system. Even returning systems saw thoughtful upgrades, like a revamped dialogue system (initially implemented in An Island Life) that improves readability by fading in each letter instead of building strings character by character to avoid line-jumping.

Orchard Regrown

You get to grow things, and when i say grow, i mean grow…re 8)

An Island Life

An Island Life was the first game I felt proud to release. I focused on small but meaningful details—like time-sensitive dialogue and a stylised greyscale camera effect—to give it personality.

Inspired by childhood favourites like Pokémon, Monkey Island, Grim Fandango, and Phantom Hourglass, the game emphasises smooth level flow.

Players can’t leave the tutorial without a key item needed later, and subtle visual cues—like a flickering streetlamp—guide exploration without feeling forced. Playtesters said they felt naturally led without being hand-held, which was exactly the experience I aimed to create.

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