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 demonstrative 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: Solo Developer
Developed for the Secret Santa Game Jam 2024 in Unity over a one week time span, 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.
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 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: 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, 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.
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.