
Play a solo-developed edugame for a capstone project of mine. This was developed alongside a research paper currently published at <pending link>, and was created to aid in teaching phase changes to Grade 6 students and is available for download or played in your web browser!
Follow the story of Ellie and Chet in this romance visual novel X rhythm game developed by a team for one of our courses in college! This year long project was developed by a team into those genres of rhythm games, music, and good art and together with a team of four engineers, we solidified those plans into reality.

Save your kingdom from invading foes in this hardcore strategy rougelike featuring chess and fantastic abilities! Inspired by various shoot-em-up and arena shooters, try to survive long enough to fight the Black King himself by planning out your moves, your abilities, and predict how your enemies will move... all of which are characteristics of a true king.
The video up above showcases a component I made via scripts an the Cinemachine package in Unity 6.0 to have a pixel/retro rendering of the game world that's parameterized for easy tweaking and customization, that I actually plan to use in an upcoming solo developed game of mine!

I maintain a public repository of personal packages I have created, used, and streamlined for my personal use across my projects, both as a way of giving back to the community of other small time developers for their scripts, as well as a practicing opportunity of mine in design robust, sustainable, and malleable systems that both frontend and backends developers can utilize.

This was a solo developed game in Unity 6.2 to teach phase changes to grade 6 students, so all the arts and coding were done by me singlehandedly with the help of GitHub Copilot and Claude AI. This had to be accomplished within three months, so it really fitted for me to learn how to integrate AI into my workflow.

This was a project I collaboratively developed with five other people with Unity, with me being the only game engineer that drove the project home for a small game jam within our university. It was one of my few takes collaborating with my Arts & Design counterparts that I really jived with in terms of mechanics and game design rather than just art.

Developed for over a year in Unity with a team of eight; four engineers and four artists, I was SCRUM master in organizing our work as well as head engineer to introduce Git into our pipeline for collaboration, as well as Monday.com for standups and work monitoring to make sure our progressed at a consistent rate to meet our deadlines.