Portfolio

Screenshot of Prism Break

Prism Break

A 2D puzzle game in which the player manipulates lasers and mirrors to solve puzzles

Goal: Explore puzzle design in a deeper, more disciplined manner

Team: Solo

Sprint Duration: 1 month for prototype, ~5 months to publication

Technical Implementation and Learnings:
  • Programmed optics interactions utilizing multi-bounce raycasting to handle runtime procedural geometry and collider manipulation
  • Customized the Universal Render Pipeline using Scriptable Render Features and Overlay Cameras to implement varied compositing of different layers, and a basic Screen-Space Ambient Occlusion variant for a 2D scene
  • Profiled and debugged rendering performance and failures across Android and iOS hardware
  • Used asynchronous scene loading to optimize first-frame performance targets
  • Built serializable state architecture for reliable runtime save, load, and seamless state restoration
  • Handled the complete administrative and technical pipeline required for mobile publication on both the App Store and Google Play Store (review in progress)
Screenshot of Mystery House

Mystery House

A toy-3D mystery game in which a player must solve puzzles and use her latent psychic skills to investigate her grandmother's death

Goal: Explore collaboration between engineers and authors, designing with a larger team

Team: 2 engineers, 2 authors

Sprint Duration: 2 months

Technical Implementation and Learnings:
  • Coordinated development timelines and task tracking across a multidisciplinary team of two engineers and two authors
  • Integrated the Yarn Spinner dialogue engine to manage complex branching conversation states directly alongside global game states
  • Practiced 3D modeling in Blender, focusing on creating organic assets like plants
Screenshot of Ghost Hunter

Ghost Hunter

A classic top-down space shooter, played as a moth chasing ghost orbs around a procedural maze

Goal: Explore game design, coursework for Coursera's Intro to Game Design

Team: Solo

Sprint Duration: < 2 weeks

Technical Implementation and Learnings:
  • Implemented basic procedural generation to construct maze layouts and walls
  • Learned to apply Unity's 2D pathfinding tooling for enemy AI navigation
  • Integrated 2D assets, lighting, and audio within the engine
  • Set up an automated build and deployment pipeline from Unity to Itch.io
Screenshot of Space Walk

Space Walk

A puzzle platformer, navigated in a zero-g space station by hand holds and grav boots

Goal: Explore platformer concepts, coursework for Coursera's Intro to Game Design

Team: Solo

Sprint Duration: < 2 weeks

Technical Implementation and Learnings:
  • Developed physics-based movement controllers to handle player orientation and trigger interactions without a fixed up or down vector
  • Practiced 2D puzzle design and implemented environmental assets using Unity's Tilemaps and Rule Tiles
  • Used ScriptableObjects to manage cross-scene data and persistent player save states
  • Integrated 2D lights, audio, and basic particle systems
Screenshot of Cartographer

Cartographer

A 3D exploration game in which a robot must explore an island while managing its own charge

Goal: Collaborate for the first time on a 3D project, explore modeling characters, animation, and terrain

Team: 2 engineers

Sprint Duration: 2 months

Technical Implementation and Learnings:
  • Built 3D game environments using Unity's native Terrain tools to sculpt landscapes and paint multi-layered textures
  • Utilized UI Toolkit to build data-driven user interfaces for a 3D game environment
  • Configured reactive camera tracking using Cinemachine virtual cameras
  • Practiced modeling assets and painting textures within a 3D pipeline
Screenshot of Martian Survivors

Martian Survivors

The first level of Vampire Survivors played as the Martian rover

Goal: Work with a friend for his first time in Unity, learn by attempting to reproduce a visually simple game we'd both played recently (Vampire Survivors)

Team: 2 engineers

Sprint Duration: 1 month

Technical Implementation and Learnings:
  • Collaborated with another engineer to model and parameterize weapon effects, active modifiers, and stats
  • Built out character animation state machines using Unity's Animator Controllers
  • Practiced original pixel art workflows, including character asset layering, shading, and working within limited color palettes
Screenshot of Plastics

Plastics

A 2D platformer in which the player manages stamina and navigates a world that changes in response to their actions

Goal: Explore a particular platforming mechanic and story I was interested in, explore Corgi Engine

Team: 2 engineers

Sprint Duration: 1 month

Technical Implementation and Learnings:
  • Evaluated the third-party Corgi Engine package, testing the limitations and bugs within its character controller
  • Designed level layouts to mathematically match player physics constraints, calculating image resolutions relative to defined jumping distances
  • Drew 2D character sprites structured in independent, animatable layers
Screenshot of Tulip Mania

Tulip Mania

An attempt at an agriculture and market simulator set in the Dutch Tulip Craze

Goal: Explore farming sim game mechanics and more complex state management

Team: Solo

Sprint Duration: 1 month

Technical Implementation and Learnings:
  • Developed a working proficiency with Unity's UI Toolkit system (much more than the simulation work)