About Touhou: Touhou Project is a series of videos created by a man who goes by the name "ZUN" online. ZUN has a set of derivative work guidelines. If these are followed, small creators are allowed to release Touhou Fangames for free or commercially without ever having to talk to a lawyer.
All of these games are available to download from my itch.io page. I've programmed in Unity and Clickteam Fusion.
Description: Touhou: Gacha-98 is a satire of Gacha games that was created as a collaboration between over 50 artists and programmers. Players summon units drawn and programmed by different people, and use them in as complex (and silly) version of Rock Paper Scissors. The initial version was made over the span of a month and a half, and is one of the most popular Touhou Fangames on itch.io.
My Work on the Game:
Producer: Assembled the main team who worked on the project, and managed user submissions from over 50 people, coordinating credits and submission guidelines in order to get people's work into the game.
Programmer: Implemented submissions from users to put into the game utilizing a miniscript modding framework created by another programmer.
Marketing Manager: Created the public promotion posts for the game to recruit programmers and artists to work on it. Created trailers and social media posts that helped the game reach over 1,800 views and 500 downloads in less than one week.
Description: Touhou Dreamweaver is a Point-and-Click Visual Novel that was created for my Senior Capstone Project. In this 20 minute adventure, you explore the dreams of the Touhou Character Alice Margatroid. I wanted my final project to pay tribute to the series that had meant so much to me, and got permission to make a Touhou Fangame.
My Work on the Game:
Director: Coordinated a team of fourteen people including artists, composers, programmers, and writers. The process for this game involved more "realtime" collaboration than usual since it was created for a finals course.
Programmer: Worked in Unity using a team member's framework to implement the point-and-click and dialogue scenes.
Writer: (With the help of other writers) Wrote an introspective story examining trauma with a parent, and ways to approach healing that trauma.
Description: Bubbles at Dawn is a mouse reaction/tracking game where you try to pop bubbles that split apart when you click them. It evolved from the simple idea of splitting them into smaller bubbles.. This game was made for the 2025 Global Game Jam.
My Work on the Game:
Director: Worked with two artists and a composer to bring the game to life. This game was made for a two day game jam, and had no crunch for any party.
Programmer: Developed the game in Clickteam Fusion 2.5.
Game Designer: Designed all the gameplay and refined bubble speeds, scores, gamemodes, and time limits.
Description: Stop the Duck is a comedic game where players have to type different words to try to stop the duck from walking off a cliff. It was made with the idea of expanding a simple loop into a full game. This game was made for the Fall 2021 UCI Game Development Club Game Jam.
My Work on the Game:
Director: Worked with three other people to make the game and came up with the game's concept. This game was made for a two day game jam, and thankfully was crunch-free.
Programmer: Developed the game in Clickteam Fusion 2.5.
Game Designer: Came up with the main gameplay system and the idea of an opening paragraph giving hints to how to stop the duck.
Writer: Wrote the hint paragraph, and came up with some of the words that the player can type to try to stop the duck.
Description: Touhou: Reimu Fuse is a short 2D Platformer with an emphasis on speedrunning. This was created for the one week Touhou Station Game Jam. Despite my general focus on story in games, this game was pure gameplay, and I got to exercise my level design muscles.
My Work on the Game:
Director: Coordinated a team of fourteen other people (including artists and a composer). This game was made for a one week game jam. Artists contributions were mixable in case people couldn't finish a deadline in time.
Programmer: Worked in Clickteam Fusion 2.5 to create a 2D Platformer, as well as the collectables and speedrun systems.
Game Designer: Designed all the levels of the game on paper and then transferred them over to computers. Refined the physics and iterated to figure out the game's speedrunning potential.
Description: Touhou: Ruukoto the Robot is an adventure game where you play as a robot who experiences the real world for the first time. As you play the game, the graphics and the music get better (ex. text-based art -> pixel art). This game was made for Touhou Fan Game Jam 13, and scored third overall against 80 other games. It also scored first place in audio.
My Work on the Game:
Director: Coordinated a team of six other people including artists, a composer, and a level designer.This game was created for a three day game jam, so work was split up evenly to ensure no one was too overloaded.
Programmer: Worked in Clickteam Fusion 2.5 to implement levels created by a level designer into a new Adventure Game framework I created.
Writer: Wrote an optimistic narrative about a robot discovering the beauty of life.
Description: Touhou: Protest in Perspective is a Visual Novel about a character who switches bodies with another: Hidea no Akyuu. Akyuu has a shortened lifespan, while the character she switches with (Mokou) has immortality. They both have what the other wants, but also have responsibilities in their own lives. Ultimately, it is up to the player to decide whether the characters switch back bodies or not. This game was very well received, and won first place in writing and use of theme during Touhou Fan Game Jam 11 (as well as placing third overall). This was against fifty other games.
My Work on the Game:
Director: Coordinated a team of twelve people including artists, composers, and other writers. Since it was made for a three day game jam, it took a lot of active coordination.
Programmer: Developed the game in Clickteam Fusion 2.5 using my own custom Visual Novel engine.
Writer: Wrote the main narrative in around two days, and was challenged to create a morally complex tale with no wrong answers.
Description: Sumireko's Clearance Cruise is a match-3 puzzle game starring the character Sumireko Usami. Since she's aromantic, she's on a quest to get as much chocolate as possible from a clearance sale right after valentines game. The game makes use of a "combo lock" puzzle system, where entire rows and columns are moved to try to match-3. This game was made for Touhou Pride Game Jam 4, and scored 13th overall against thirty other games.
My Work on the Game:
Programmer: Programmed all of the gameplay and the story sequence using Clickteam Fusion 2.5. This game was made concurrently with Touhou: Heart of the Tiger. Like Heart of the Tiger, the game was made for a one month game jam.
Game Designer: Experimented with the combo lock system to find the most fun setting. Ultimately, I designed a game that decentivized combos and instead incentivized going for large initial matches.
Description: Touhou: Dance of the Inverted Heart is a visual novel (with minigames) starring the character Seija Kishin. Seija is amanojaku, who thrive off the opposite of what people think is nice. But, her heart grows conflicted when tries to manipulate Shinmyoumaru. The player navigates Seija through the battlefield that takes place in her heart, as she struggles with her own thoughts and biology. This game was made for Touhou Pride Game Jam 3, and scored 2nd overall against 24 other games.
My Work on the Game:
Director: Worked with two other people to make the game, as well as eight composers. I also came up with the game's concept. This was the first game where I really experienced coordinating groups of people, and taught me that I love directing games. This game was made for a fifteen day game jam.
Programmer: Developed the game in Clickteam Fusion 2.5 with my custom Visual Novel engine and programmed all the minigames. This was the game where I created my Visual Novel Engine, and I have gotten a lot of use out of it after.
Game Designer: Designed all of the Minigames.
Writer: Wrote the main narrative of the game. This was the first video game story (and maybe even fictional story in general) that I was very proud of, and am happy it resonated with a lot of people. I think the story serves as an analogy for discovery sexuality and/or gender identity, but cannot say for sure since this was not my original intention (I may have subconsciously written it in).
Description: Saying Hello is a story-based 2D Platformer starring a young man who has slowly drifted apart from a childhood friend. The game explores combining storytelling with gameplay, with the player's emotions in their imagination corresponding to the levels in the game. This game was made for the 2021 College Game Jam.
My Work on the Game:
Director: Worked with three other people to make the game and came up with the game's concept. This game was made for a five day game jam.
Programmer: Developed the game in Clickteam Fusion 2.5.
Game Designer: Designed the levels and conceptualized how to combine storytelling with gameplay.
Writer: Wrote the main narrative with my friend Brian. I also integrated story ideas into the level design.