Role: Programmer
The Aquatic Messenger is a virtual reality game about freshwater ecology developed in Unity that I worked on for Eco Resilience Global Games Research Group from January to December of 2024.
I programmed a demonstratitive fly-through of the project for Game Developers Conference 2024 and I worked on the player movement and teleportation, buoyancy of floating objects, terrain, bug-fixing, and implemented updates to all the various species you encounter in the game.
Presented at GDC 2024 and 2025, and GameFest 2025.
Role: Programmer, Composer, & Concept Artist
Developed for the course Game Development I with three other students over the span of two months, Goodbye is a narrative walking simulator about life during the zombie apocalypse in a survivor's camp that was developed in Unity. I developed the minimap, UI, core gameplay loop, and the music/sound systems. I also composed the music for the game and designed all the human characters, the core zombie design, and all the game-over scenes.
Presented at Rensselaer Games Showcase 2023 and featured in The Polytechnic.
Role: Solo Developer
Developed for the Secret Santa Game Jam 2024 in Unity over a one week timespan, Spaced Out in Magickland is a falling block puzzle game inspired by Brazilian and Japanese mythology. All music, art, and code was done by me.
Presented at RPI's GameFest 2025, nominated for the Art award.
Role: Solo Developer
Developed for the course Intro to Game Programming in Unity over a month, Hack-a-Shaq is a 2D physics-based basketball simulation game where you play as Shaquille O'Neal shooting free throws. The game utilizes an inverse kinematic arm controlled by the cursor to shoot basketballs into a hoop with a net using Unity's physics engine. All music, art, and code was done by me.
Role: Lead Programmer
Developed for the course Experimental Game Design in a team of three undergraduates over the span of a month, Standard Company Job is a Unity project that challenges what truly is a game by forcing the player to complete menial office tasks as their sanity decreases over time... I was the sole/lead developer on the project which includes the core gameplay, tasks, post-processing effects, and so on.
Role: Lead Programmer
Developed for the course Game Development II over the span of a semester, Lights Out is an isometric horror-inspired puzzle game that was developed in Unity. I worked on the enemy AI, player movement, UI, music system, cutscenes, checkpoints, and oversaw mechanic, enemy, and level implementations. I also did concept art and some puzzle design.
Presented at RPI's GameFest 2024.
Role: Character Artist, Card Designer, Game Design & Balance
Schlorp is an analog card game created for the course Intro to Game Design with a group of 4 other undergraduate students. I was the card artist and created the card layouts as well as designed the character artwork for 35 of the cards. I additionally contributed to the overall gameplay design, combat balancing, and ability design.
Presented at Rensselaer Game Showcase 2023.
Role: Project Manager, Programmer, Composer
Bee Lines is an Unreal Engine 5 project that was made for Game Development I in 2 months. I was the project manager but I also programmed the core gameplay, the UI, enemy spawning, and also worked with environment design, particle systems, composed the music, and did concept art and UI icons.
There is a bug with the wave generation patterns breaking when the game is built that works fine in the editor that we have been unforutnately been unable to solve!
Role: Solo Developer
Developed for the course Intro to Game Programming, I Love My Limbo was a two week long Unity project meant to be a display of 2D platformer mechanics. The game is about a lost spirit in a strange hellish world and features various platform types, a dialogue system, and a boss fight. All design, code, art, and music was done by me.
Role: Project Manager, Lead Artist, Programmer, Composer
Developed for the course Experimental Game Design in a small group of two other students over the span of a month, Leek Week Collection is a parody of video game collections and farming simulators, where each progressive game in the collection becomes less and less like what we as a society perceive to be "game-like". The game challenges player perspectives on what makes a game, truly a game. I was the project manager for this game, the sole artist, and composer. I programmed the UI, day-night cycle, game over scenarios, and made modifications to the core game to create the other games in the collection.