I've worked on a few personal projects, though each one is more like a prototype than a finished game.
They have all had me working as a solo developer
Initially made in C++ and GLUT for a university application
Remade in the Godot Game Engine
Time to make: 2-3 weeks
Theme: Waves
Responsibilities: Game Design, Level Design, Programming
A simple platforming game about depression. It's got extremely simplistic gameplay, which made it a much harder game to level design for. The time to finish is extremely short, but it's still a game I can be proud of.
Made using C++ and GLUT for the 2020 GMTK Game Jam
Time to make: 48 hours
Theme: Out of Control
Responsibilities: Game Design, Level Design, Programming, Visuals
The idea was to frustrate the player through occasionally using incorrect inputs, random quits, tough enemies and no saving. On this end I succeeded but went too far, I consider completion of the game to be near impossible.
All the visuals are hard coded
A prototype for a 2D Metroidvania-Platformer made in 2022
Made using the Godot Engine
Time to make: 2 weeks
Responsibilities: Game Design, Level Design (visuals and sounds are mostly re-used assets that I had previously made)
I wanted to take a small mental break from university projects to play around with the idea of making a metroidvania. The point of this prototype is to test out the ideas I did have, and see if any new ideas would present themselves in the prototype, and some did. The ideas and design are on the shelf for now, but a design document is being worked on from time to time.
Assets are re-used from a university project, but are all mine
Made using the Godot engine for the Go Godot Jam 3 (not submitted for the jam)
Time to make: 7 days
Theme: Evolution
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I initially did not know what kind of game to make. The theme was "Evolution", which lead to me eventually making a game where the enemies seem to adapt to your weapons, and the space itself would change over time. I wasn't able to do all of it, but I was able to make a good feeling top-down shooter. Players really enjoyed the game, though unfortunately it was disqualified due to unclear music copyright.
I have started design work on an expanded and proper version of the game, with my concept document near completion.
Made using the Godot Engine (Godot 4 alpha 14) for the 2022 GMTK Game Jam
Time to make: 24-48 hours
Theme: Roll of the dice
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I was on holiday at the time but I wanted to participate in this game jam if I could. After some brainstorming on the theme, I decided to make the game with the sole purpose of making a tough 3D platformer centred around playing as a dice. As such, there are a limited amount of actions the player can do, determined by the number they roll when the dice comes to a stop. I was making the game while also packing up and trying to get back home, so it was all a bit of a rush to get it finished.
The difficulty is slightly higher than it should be, but it's a fun game nonetheless.
Due to time, I used a pre-made camera controller asset, though I had to change the come somewhat for it to work in the Godot 4 alpha that I used
Made using the Godot Engine (Godot 4) for the Go Godot Jam 4
Time to make: 10 days
Theme: Less is More
Responsibilities: Game Design, Level Design, Programming, Art and Sound Design
I looked forward to taking part in this game jam after having been unable to do so the year prior. After thinking about the theme, I decided to take inspiration from how messy my desk can get and combined it with the idea of multitasking, thus coming up with the idea of clearing a growing mess from your desk while playing a Bullet Heaven game on a computer on the desk. The "clutter" on the desk has a direct impact on the game, and clearing said "clutter" also has effects on the game. Developing the game was more challenging than I expected, and thus I was not able to initially complete major aspects of the game, such as the shop and player feedback.
The lack of player feedback is a major drawback, but players have reported finding the idea of multi-tasking interesting and fun.
During this project, I strengthened my 3D modelling skills (particularly with UV mapping) and improved my ability to produce 2D seamless tiles.
Made using the Godot Engine (Godot 4) for the GMTK Game Jam 2025
Time to make: 5 days
Responsibilities: Game Design, Level Design, Programming, Music, Art, Sound Design
Due to work and other projects, I had not done a lot of game development for a while. But then I experienced a period with less work than usual, which coincided around the 2025 GMTK Game Jam. I decided to take advantage of the opportunity to brush up my skills, try a couple of new things, and do something different for a change.
My idea for the game was that the player character exists in a world where everything else is out to get them, so they need to put on a disguise in order to blend in. A stealth game in that sense. The disguise in incomplete, so the player has to turn to show the most complete sides of it to the monsters. It also wears down after each day, so the player needs to collect things in order to get money so they can fix the disguise. A semi-random generation would make it so that the player can't rely on the same old routes to get it, forcing them to think on their feet. I'd had the idea for this before, but during the jam, found it wasn't as good as I initially wanted. My biggest weakness here is the level design, which I did not have much time to work on. A smaller level, and better monster navigation, would have improved the game.
Something new I did in this jam was to try making music for the first time. I picked up the bass guitar in 2025, so I got the chance to mess around to create a few simple tracks, which help to set the mood for the game.
The game didn't get a high score, but the comments left on the page were positive in nature towards the idea.