Project Usurper is a first-person roguelike where players invade the realms of rival gods and usurp their powers by defeating them and their followers.
I designed and developed three fully playable levels, focusing on layout, pacing, and player flow. In addition, I implemented quality-of-life mechanics, such as a system that returns players to their last stable position after falling, to improve overall gameplay experience.
DokiRush is a third-person runner developed during content creator DokiBird’s game jam.
As the sole programmer, I implemented core gameplay systems, including modular procedural level generation, player abilities, power-ups, and enemy chase mechanics. I also developed the spawning logic for level modules to ensure dynamic and replayable gameplay.
Infizzity is a third-person dungeon crawler.
I designed the starting level and the first dungeon, gaining experience in modular level creation and procedural generation. I built the dungeon modules and programmed the spawning system that assembles them into a unique dungeon.
Trick or Beat is a VR tower defense game where players build and defend their own dungeon against invading humans.
I designed and developed the level, including all interactive elements such as grid-based tiles and placement mechanics. In addition, I programmed the game’s user interface to support intuitive player interaction and smooth gameplay flow.
Out of Space is a 2.5D puzzle game where players repair their spaceship by moving wires to repair sections of the ship.
I programmed all circuit block mechanics, including how they interact when connected, and designed environmental hazards to challenge players and add depth to the gameplay.
Caves of Porcini is a third-person platformer where players control a mushroom character striving to reach the outside world by climbing through a cave system.
Collaborating with two teammates who handled VFX, modeling, texturing, and level creation, I was responsible for all programming tasks. My contributions included implementing the user interface, cutscenes, interactive level elements, and core character abilities to support engaging gameplay.
Caves of Porcini is a third-person platformer where players control a mushroom character striving to reach the outside world by climbing through a cave system.
Collaborating with two teammates who handled VFX, modeling, texturing, and level creation, I was responsible for all programming tasks. My contributions included implementing the user interface, cutscenes, interactive level elements, and core character abilities to support engaging gameplay.
Root Defenders is a 3D top-down tower defense game where players protect the World Tree from enemies seeking its destruction by strategically placing forest defenses.
I developed the enemy pathing and behavior systems, programmed the game’s user interface, and implemented the player health system
Phantasm is a 3D side-view, Halloween-themed platformer where you can switch between two realms.
For this project, I 3D modeled environmental props such as pumpkins, tombstones, and other decorative assets to enhance the game’s seasonal atmosphere.
Potion Master was the first game jam project I contributed to. It features a boss fight where players craft and mix potions to infuse their magic with elemental powers, adapting attacks as the boss changes resistances.
For this game, I gained experience in 3D modeling and created one of the potion crafting stations used in gameplay.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.