A fast-paced cartoony Beat 'Em Up that we successfully Kickstarted for $16,456 in 2022. Play as an escaped experiment and get revenge on your previous captor, Dr. Baldrick!
An action, runner game about a Donut-loving ninja published by Abylight Studios on mobile platforms. Featured on the App Store and positively received.
A 3D platformer with 2D pixel art characters and a turn-based grid RPG combat system. I joined in recently in development and have been assisting in polishing existing gameplay mechanics, fixing bugs, and creating new features.
A 4X strategy game with a lot of in-depth systems such as interpersonal character interactions, interactions between different nations, and economy management. I have assisted in general game design and system programming as we lay down the groundwork for a robust game.
A story-rich, unforgiving survival deck-builder. I've mainly worked on creating a robust system to support many different card effects.
A 3D dungeon crawler RPG with procedurally generated floors, grid-based movement, and instanced combat encounters. I coded the algorithm for the floor generation, most of the grid-based movement, and the combat sequences.
Some basic cart physics akin to Mario Kart. Made in a handful of hours.
A jam game about a fedora wearing, katana wielding, cool guy fending off some demons to protect M'lady. Do some awesome slash attacks and teleport like they do in those animes!
Ludum Dare 47. We placed 17th Overall and 52nd for Fun. Our game is about a carnival attendant stuck in a carousel during a zombie apocalypse. Push them off and survive the horde!
Ludum Dare 46. Placed 15th Overall and 20th for Fun. You play as a Turtle Daddy who throws his shield to fight off predators and carries turtle babies to safety.
Unreleased AR game that I made to learn the technology and expand my skillsets. Learned a lot from this and found AR development to be something I'd want to delve deeper into.
I'm a huge fan of Old School RPGs and Roguelites so I wanted to give it a shot. There would have been branching paths similar to Slay The Spire and a class system similar to Fire Emblem.
Messed around with more AR development using Vuforia. Implemented cloud image recognition. It was pretty cool seeing what was possible with the tech.
I wanted to make a game using gyroscopes since it sounded cool. Play as a radioactive fish in a bullet-hell setting. Survive waves of terrifying deep see monsters!
Ludum Dare 45. Placed 46th Overall and 31st for Fun. The theme was "Start with Nothing", so my team and I made a game about a butt-naked gladiator.
A small first project to learn more about app development and deployment. The gameplay revolves around feeding Carl the Sumo a variety of food from a conveyor belt.
I worked on this roguelite bullet hell that would be inspired by Binding of Isaac. This is what I consider the first time I learned about what goes into making a more fleshed out game.
The original idea was to create a VR tennis game, but it ended up becoming a game where you swing a giant paddle to destroy different objects coming at you. Made for my senior project.
A Zelda-inspired dungeon crawler with the light from your fairy protector playing a major role in the gameplay. Created in a team for a college game dev course.
An overly ambitious 2D RPG that I started while still attending college. Ended up implementing graphics, collision detection, movement, and over-world interactions using libGDX.