EXPLO! (2024/25)
Explo! is a 2D platformer where instead of a jump, you explode! This game had the opportunity of being selected as an independent project at Bradley University's FUSE expo.
Link to FUSE Build itch page here: https://hollow-cube.itch.io/shifting-chasms
Link to version with more level (Less polish): https://hollow-cube.itch.io/explo-vertical-slice
Shifting Chasms (2023/24, Originally Solo Class Project)
My biggest project to date, this was my final for an Interactive Media class at Bradley University (2023). It managed to be picked up as a FUSE Exhibit, so I have had the opportunity to continue working on it this semester, improving the game visually and mechanically. Playing as an action platformer where you traverse through two different versions of the level, it is a difficult yet rewarding challenge!
Link to itch page here: https://hollow-cube.itch.io/shifting-chasms
All Knighter (2023, 48-hour GameJam Group Project)
All Knighter was a great learning experience for me, teaching me about the horror of crunch. With a 48-hour time limit, I was assigned as one of the artists for the game, and given the short time, it showed me the importance of organization and working with others.
Link to itch page here: https://adjective-potato.itch.io/all-knighter
Not An Undertale Ripoff - The Game (2023, Solo Personal Project)
A short project I did over 2023's winter break, it was a test to see if I could create a system similar to Toby Fox's "Undertale", hence the name. This project allowed me to work with a lot of new systems that I wasn't used to, and expanded my coding knowledge extensively.
Link to itch page here: https://hollow-cube.itch.io/not-an-undertale-ripoff-the-game
How To Toast A Bread (2024 Solo Class Project)
How To Toast A Bread was a class project, and my first delve into a 3D project in Unity. Originally a platformer, it was reworked into a puzzle game. This project allowed me to not only delve into 3D code and mouse input in Unity, but more importantly it taught me how to extensively change a game to fit the requirements given to me in a short timeframe.
Thunder Duel (2024, Solo Personal Project)
Thunder Duel was my first introduction in both a fighting system as well as a rudimentary AI in coding. This project heavily taught me the impact and usefulness of playtesting, as many people commented on the difficulty of the game, which I had grown accustomed to through playing it so much. It also taught me the difficulty of making a fun feeling combat system, as well as a good feeling AI.
Link to itch page here: https://hollow-cube.itch.io/thunder-duel
Restless Phantoms (2024, Group Class Project)
Restless Phantoms was my first major group project, and my second instance of a 3D Unity Game. I worked as the Team Lead on this project, and also worked heavily on the environment/character art & ui, as well as helping in parts of the coding aspects for items/puzzles. This project taught me a lot about teamwork and allocating work between the team, and most importantly, trusting others and letting their visions show. It was also my first work on a horror-focused game, which taught me quite a bit about atmosphere in the game.
TeleTower (2025, Group Class Prototype)
TeleTower is a 2D platformer, where you have to use a teleporting orb to dodge blocks falling down from the sky. I worked as the main programmer on this project, and focused mainly on the player movement, block functionality, and major triggers/death points. This project was a good lesson in working on a project with a short timeframe, with the goal of having a functional prototype done in a month.
Link to itch page here: