
My Games
I have been developing games in engine for over four years now. From the days of block-coding, back when I was just a kid, to the present-day sophisticated work in game engines, I am proud that I have made it so far. There were hours of learning, dedication, and patience but it taught me to create powerful experiences through an interactive medium. Below are some of the games that I created and worked on. All my individual projects are built up from an empty workspace.
CYBRLICH
My Work On The Title
Play as a chaotic-neutral barbarian with a GED who's forced to slog (and slash) through the corporate world in Cybrlich.
My work as a gameplay programmer progressed this title far further than I had initially expected. Through the 4 months that I have been working with this team, I have completed many different features that have furthered my C# knowledge. I own the work behind the Loadout Menu, Start Screen, Pause Menu, JSON file loading, and design of the game's second arena. I also worked on other systems such as Steam Deck support, movement changes, controller feedback, and a custom mouse cursor.
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Constructed frontend and backend systems independently, directly impacting gameplay and user experience
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Advanced the progress of the title, adding UI menus, movement logic, JSON loading, and a new arena structure
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Collaborated closely with project leads to define studio direction and shape proper workflow timelines
Working with the Cybrlich team has been an absolute pleasure and has greatly improved my ability to envision much larger systems. These influence my design, assist me in writing better fitting code, and increase its readability for other team members.
Mannequin Mall
This is my most recent project originally from my Level Design and Game Architecture class. I worked with others in a group of four where our task was to create a level based on a sophisticated design problem. This was done through the research of game patterns that our team and other classmates created. We chose to focus on the emotional elements of a child being lost in a mall and the use of liminal spaces as a supporting visual. Since the end of the class, I continued to work on the project, and it was presented at our Northeastern Games Showcase as well as PAX East at our Northeastern booth.
Here is a link to a PDF that goes into detail on our project as well as more information on the patterns that we used.
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Worked on the narrative and design of the scene, both on paper and in engine.
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Programmed movement of mannequins when not in view using raycast and FOV positions.
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Included programmed events involving lighting effects and scene objects falling with added sound effects.
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Modelled, rigged, and positioned mannequin objects from Blender.
Phone Buzzer
Rapid Idea Prototyping
Play as a road-side cop, catching speeding cars as they pass by late at night. This game was created by myself for a Rapid Idea Prototyping class.
The idea for this game went through several iterations along the course of two months. Our task at the time was to create a game based on an action so I chose "doom scrolling". It initially began as a physical game, where players could give and take screentime to other players. This later had a turnaround to become a digital game where the "doom scrolling" element was turned into a distracting phone that makes your job quite challenging.
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Iterated through multiple designs with proper design documentation for a proper workflow(design doc PDF).
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Developed more of my art style and improved my understanding of lighting and terrain.
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Hosted a series of 4 different playtests that helped me finalize what people wanted out of the game.
Here is a link to the game on itch.io.
Phone Buzzer has formulated my game design process to pivot quickly and shift gameplay while maintaining my original vision.
What Remains of Me
Games At Northeastern
What Remains of Me is a game about a robot names Atlas who must travel through a dystopian future where robots went rampant. It has been in development for over three years as each semester that works on it passes the workflow onto the next class.
I took the initiative to be sole project manager of the class, leading our team to great results. I also worked as a programmer, designer, and audio producer, to better the state of the game before our GDC deadline, and our end of year deadline.
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Led sprints and managed tasks on Jira.
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Worked with professors and students to directionalize our workflow and make compromises when needed.
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Acted on important design decisions that led to major improvements throughout the game.
What Remains of Me has given me the opportunity to be part of a simulated game studio and has greatly improved my project management skills. I hope to continue working on it until its completion.


Heqet
Heqet is an underwater terror/puzzle game with plenty of scary fish. It is reminiscent of older PS1 style graphics and is ultimately a metroidvania full of fun exploration. I began working on it when I joined our university's Game Studio Club.
I worked as a programmer and designer, creating each section of the level with its puzzles, events, and mysteries.
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I learned how to design large open world areas while keeping player constraints.
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I spent time implementing code to work alongside other team members code.
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I engaged in modeling, textures, and color to make the player feel like they are really under water.
Heqet has been a great way for me to expand my skills, especially in level design. I hope to continue working on it until its completion.
Time Teddy
Worked on in a team of six and finished top 10 out of 65 teams as an honorable mention
Play as Teddy, a lost baby polar bear in the melting Arctic. Platform across floating ice, use your magic book to time travel, and complete tasks to reunite with your mom and save the future.
For this project, I was in charge of level design, mechanics design, programming, and project management.
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I progressed in how to properly design sequences of puzzles while maintaining unique mechanics.
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I programmed multi use systems such as inventories, dialogue, puzzle backends, and world states that were used for time travel.
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While I was the youngest on our team, I applied myself to lead meetings, schedule team tasks in a timely manor, and showcase our project to IndieCade.
I also worked to promote our game on Instagram and created promotional content such as videos and images.
Here is a link to a twitch steam where I showcase our game in it's early stages to receive feedback.
(Time Teddy segment begins at 00:41:00)
More information on the game can be found here on itch.io where it is also available to play.


Free From The Dark
Free From The Dark tested out my ability to plan out, design, animate, style, and engineer a game from the ground up. This game ended up being released as a demo because of other school work that I had at the time. Although the game was slightly cut short, I learned many new skills along the way.
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Utilized a shop system where potions could be purchased for an extra set of lives.
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Started a server through the Photon Unity Engine(PUN) and had a live multiplayer game system(cut for reliability issues).
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Created all assets. Tested my ability to design characters, animate sequences, compose music, and fabricate world props.
Overall I am really proud of this game. I see it as a large stepping stone that propelled myself into bigger projects.
Robber Redemption
Robber Redemption was a game that was made for the GMTK Game Jam 2023. Since the theme was "roles reversed" I decided to pick a typical cop chasing robber type of game and put a spin on it. The robbers find out that the cops robbed the bank before they did. You have to chase them down and get that money back.
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Constructed the role reversed theme as a mechanic where instead of an exclamation at an obstacle in your path, you decide what to say first, deciding the obstacles on screen.
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Implemented a "difficulty" mechanic that decides what obstacles should be on the road and how frequently they should change.
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Directed and produced three storyline cutscenes that were rendered in real-time.
All programming, animation, and game design was done myself in Unity. I worked with two other friends who helped out with some great music and visuals.

Always Working
Bits of games lie here and there. My current game design classes push me to improve my work at a rapid pace. Below are a few examples.
Key-Hunt Saw Trap
Weekly challenge 7 from our Level Design and Game Architecture class. Our task was to design an environmental narrative space that would add urgency to the level using an emerging threat. I worked on the design of the space, structural modeling, three unique lighting details, all animations, original song, and unique sound.
Library Of Magic
Weekly challenge 6 from our Level Design and Game Architecture class. Our task was to design a themed space that combines the architecture of the Middle Ages with technology of the future. I worked on design sketches, structural modeling, animation, sequence programming, and audio.
Boss Arena
Weekly challenge 3 from our Level Design and Game Architecture class. Our task was to design a boss battle that would include a midpoint/secondary stage. I worked on design sketches, lighting, animation, event programming, particle effects, and object placement.
Player Experience
Weekly challenge 2 from our Level Design and Game Architecture class. Our task was to create a player experience based on a seed of curiosity. We picked an office space that prompted the player to chose between different options. I worked on design sketches, room design, lighting, and object placement.

Take A Look At My Experience
I am always excited to be a part of big projects and create new things! I work hard to inspire, entertain, and project myself out into the world while learning game design at the same time.
If you would like to see my experience in a formal document my resume is attached:
If you would like more information on my larger projects and experiences you can click the button below.










































