Ghost Hunting Platformer
A 2D platformer game where the player is a ghost hunter that runs around a level weakening and capturing ghosts to progress.
Worked on over a two week period in August 2025 as part of a three-person team. In which I helped pitch the core concepts, as well as design, implement, and playtest core mechanics.
Hooked
A short horror game where the player walks around a small isolated island fishing up both fish and strange items imply a grim fate.
Worked on over a two week period in August 2025 as part of a fishing horror game jam. I collaborated with two of my friends to pitch the core concept, and worked to communicate asset needs, design, implement and playtest core mechanics.
“Bug Souls”
“Bug Souls” is an action-adventure metroidvania style game I started work on by myself in 2025. The player plays as a charming and personality filled Roly-Poly bug that can curl up into a ball to traverse the environment, solve puzzles, and even attack enemies by ramming into them.
So far I have designed the primary combat, shop, traversal, and resting mechanics, and implemented them along with UI elements in Unreal Engine 5 using Blueprints.
BG3 Fizban’s Feats mod
An unfinished solo project I started work on in early 2025 using the Baldur’s Gate 3 toolkit on steam. This was to be a mod for Baldur’s Gate 3 that added in-game feats from the DND book Fizban’s Treasury of Dragons.
Pitch Deck - Expedition Team Osiris
A game concept pitch deck created as part of a class excercise in 2021. This was used to test our ability to communicate and convey a game concept to a group of people in a short amount of time. The ptich deck covers core game concepts, mechanics, systems, and inspiration that it draws from.
Crush the Slimes
A simple and cathartic game where the player’s goal is to crush as many slimes as possible before time runs out. The player gains additional time for each slime crushed, as well as filling up a special meter that enables unique abilities. The game features a progression system including passive upgrades, and new equippable abilities.
Worked on solo in 2020 across approximately a two month time span. I was soley responsible for designing, implementing, and playtesting the mechanics and systems featured in the game, as well as organizing and managing the time necessary to complete it.