Video Games
Unity/C#
One Teddy Lost(2020-2021): My senior project, a 3D puzzle game I worked on with a team of 10 other people over two semesters. I was the lead game designer on the project. I implemented features including AI behavior trees, player health and a rain shader.
Arcana Animalis(2020): A web based interactive-narrative game I helped make as part of the GMTK 48 hour game jam working with an artist. I did the writing, programming, and music.
Ashin Kul, Rite of Stone(2020): A web based interactive-narrative/puzzle game I created for IDGA's ejam. I solo developed it in 48 hours doing writing, art, programming, and music.
So Spoke the Leviathan(2020): A web based puzzle-platformer/adventure game I made for my GDD325 class with a team of 3 other people. I was the sole programmer and writer. It includes features like branching dialogue and a perlin-noise based underwater shader. It won best visuals for a 2D game at the Stout Game Expo.
Deeper We Delve(2020): A web based isometric CRPG I developed by myself for the Ludem Dare 46 game jam. I developed it in 48 hours and it has features like, combat, random party member generation and branching dialogue with stat checks.
The Last Cookie Stand (2020): A web based tower defense game I made for my GDD325 class with a team of 3 other people. Made in only 3 weeks, it includes features like dialogue, randomized enemy waves and a variety of units.
NecroDungeon (2019): An Android-based Bullet-Hell/Roguelike I made as part of my GDD 200 class with a team of 3 other people. We used Agile methodologies and worked weeks ahead of the rest of the class. I helped create the design document and modified it as we made changes. It won best mobile game at the Stout Game Expo.
Thomas the Turtle Teaches Touch Typing (2019): A typing game I made as part of the GMTK 48 hour game jam working with an artist and a composer. It was the 10th most reviewed game of the 2600 entrants and (briefly) the top typing game on Itch.io. It received positive feedback from streamers including Extra Credits.
Enchant My Sword (2019): A dating sim/bullet hell I designed as part of a team for one of Stout’s 48-hour game jams. It included multiple endings and adaptive difficulty. It won the award for “Best use of Theme”.
Breathless (2018): A turn-based puzzle game/dungeon crawler I designed with help from an artist for Stout’s fall 2018 48-hour game jam.
Zero Engine/Zilch Script
Gladiator (2017): A top-down wave-based action game I made as part of a 3 person team for Digipen’s month-long “Project Fun” k12 summer program. The game included ten different bosses with unique attack patterns, mechanics and soundtracks that I composed. It also included other enemies and multiple classes with different styles of play.