
Completed Projects
Brain Dive











A Top Down Action RPG made for the 2023 Brackeys Game Jam.
Fight through waves of varied A.I. enemies using a basic RPG style skill system.
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Examples of features and functionality included in this project:
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A.I. enemies that function off of a customized state machine.
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A coffee cup that chases and melee attacks the player.
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A doughnut that shoots damaging sprinkles toward the player.
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A macaron tower boss battle that spawns falling macarons all over the room.
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A modular Character Skill system using scriptable objects and prefabs that allows for expanded functionality for both the player and enemies.
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A dynamic camera using Cinemachine and custom scripts allowing the player to pan using the mouse and zoom using the scroll wheel.
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A User Interface including:
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Player health
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Pause Screen​
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Skill cooldowns and icons
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This project was designed and developed over the course of a single week in a team of 13 individuals. Some assets and code were made in the preceding weeks, but were customized and implemented during the GameJam.
Petri Pete
A top down action game focused on a small alien organism named Petri Pete. Utilizing a very cute art style and rogue-lite style gameplay with randomized events and a point system.
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Examples of features and functionality included in this project:
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Randomized events ranging from deadly acid to swarms of viral pathogens​
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Custom Unity editors to streamline implementation of A.I..
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A dynamic Debuff system using scriptable objects allowing for objects to apply debuffs to characters and track their effects.
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Randomized Events that add replayability and dynamic environments
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A User Interface styled after computer data entry programs visualising:
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Player health
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Events and debuffs
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Functioning minimap
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​This project was designed and developed in a single week. Some assets and code were reused from previous projects, but were customized, expanded, and implemented during the GameJam. I served as the Lead Developer, Designer, and Project Manager with a team of 5+ individuals.
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I additionally designed a plugin for Unity using C++ for this project that would have allowed additional application windows to be open and managed by Unity, but was scrapped due to technical limitations as well as in favor of a WebGL format.
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Note: The scope necessary to continue this project is beyond my current capabilities, I have however learned an immense amount from the experience.










Rusty Rampage












A Top Down Shooter Rogue-like made for the 2023 GMTK Game Jam.
Fight through rooms of A.I. robots while choosing upgrades periodically. However, those upgrades power up the enemies instead of the player.
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Examples of features and functionality included in this project:
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A.I. enemies that function off of a customized state machine.
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A modular Character Ability system that allows for expanded functionality for both the player and enemies.
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4 unique upgrade effects that stack infinitely, chosen after a UI timer reaches 0.
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Implemented sound effects, UI animations, and 3D character models and animations.
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A User Interface including:
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Player health
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A Pause Screen that shows all active enemy upgrades​
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Animated Upgrade Selection menu using custom made cards
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Cards are procedurally generated from a random selection of available upgrades
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This project was designed and developed in a 48 hour period. Some assets and code were made in the preceding weeks, but were customized and implemented during the GameJam. I served as the Lead Developer, Designer, and Project Manager with a team of 5 individuals.
Card Game Prototype
A unique Card Game prototype of my own design with a functioning A.I. opponent and Deck Building system. The goal is to push the opponent off of the board by playing Units and Spells to gain ground!
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Examples of features and functionality included in this project:
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An expandable Card system using Scriptable Objects and Prefabs
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Cards can currently be Units or Spells, with the ability to easily expand and add new card types​
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A dynamic 'Action System' where cards have unique and varying behaviors
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An A.I. opponent modeled on the Monte Carlo Tree Search (MCTS) algorithm
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A customizable Deck Building system where players can create, save, and load their own decks.
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Custom Background
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An automated Turn system that handles:
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Drawing Cards
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Card Actions
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Changing Turns
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A User Interface visualising:
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Player resources (Supply)​
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Player hand
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Winning side
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Note: The scope necessary to continue this project is beyond my current capabilities, I have however learned an immense amount from the experience.












2D Space Shooter












A fast paced "Shoot em' Up" made with Unity to showcase the basics of 2D game development. The game is playable in a WebGL format on Itch.io.
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Examples of features and functionality included in this project:
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Player movement using the W, A, S, and D keys.
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Alternating weapons between lasers and homing missiles.
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6 different types of enemies with different attacks and movement patterns, including an epic boss fight.
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Collectable powerups including a speed boost, triple shot, shield, and more.
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A speed boost with a visualized radial cooldown.
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A User Interface including:
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Player health
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The player's current ammo for both laser and missiles
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Radial speed boost cooldown
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Player score
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Retro Game Over screen and wave start with special text for boss waves
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Customized sound effects including:
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Weapon sounds
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Enemy explosions
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Powerup collection
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Background music
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Unity Rendering Showcase
Beautiful level design showcases used to display understanding of both the Universal Render Pipeline (URP) and High Definition Render Pipeling (HDRP) within Unity.
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Examples of features used within this project:
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Reflection Probes
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Light Probe Groups
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Light Cookies
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Point, Spot, & Area Lights
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Emission Maps
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Post Processing effects such as:
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Gradient Sky
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Bloom
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Vignette
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Depth of Field
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Ambient Occlusion
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Shadows, Contrast, and Exposure
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Color Adjustments and Corrections
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Fog and Volumetric Lighting
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Custom Skybox
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Occlusion Culling
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Particle Effects for fog and dust
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An understanding of URP/HDRP Shaders
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Baked, Mixed, and Realtime Lighting
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Note: WebGL does not support HDRP, so a download file is located within the Itch.io page.











