Here are the game projects I've worked on!

(You can also find all of these my itch.io page)

Interwoven (Formerly Synergetica)

Interwoven is a short-form, turn-based RPG, with about 4-hours worth of content. The main appeal of is this project is a unique, two-tiered battle system. In battle, units act with both a Primary and an Augment, which alters the Primaries of them or their allies.
This game has been in production for a little less than 2 years now, with intended Steam and itch.io release by end of 2021.

I worked as Programmer and Designer on this project, working with 3 others.
I built a Visual Novel scripting language (with documentation), which we used for scene writing.
I also built the combat system, along with its associated battle / move data editing tools.
I used these tools to create the moves and movesets for all units in the game.
I also used these tools to create animations for all of the moves.
Lastly, I built the world map system, including automatic node generation from tilemap art and design tooling.
With the tooling, I created the full world map.
The game was built in Unity.

Hyper Strike

Hyper Strike was my first long-term game project, made in the Spring 2019 semester in a team of 4. I pitched and directed the game.
This game is a platform fighter, akin to Super Smash Bros., but maintains health bars like normal fighting games. It supports up to 4 players locally. However, in this game, knockback and damage are scaled by speed.
The game features a robust collision that supports 360 movement (think 2D Sonic) and extremely high velocities without clipping. You can go 1000 speed and the system will accurate calculate your position in the next frame with minimal framerate drops! (Though in game, speed is capped at 50).
The game was built in Unity.

I did the majority of programming and all of the design work for this project.

Midnight Tussle

Midnight Tussle is a 2-player versus turn-based strategy games, themed around the classic conflict of cats vs. dogs. This was made in a team of 4 as a part of Art 160 - Game Design Methods - over the course of a month and a half.
The game takes place on a grid, with units drawn from a gacha-esque system. Players control units by giving directional commands, moving all units in the same direction and attacking on contact with an enemy unit.
The game was built in Unity.

I did the majority of the programming work, some of the design work, most of the UI, and all VFX for this project.

Bondfire

Bondfire was made for Ludum Dare 46, by a team of 5.
The theme for this game was "Keep it Alive".
In this high-score arcade survival game, you control a Baby Fire, carrying a match as a weapon. Around the map are various fireplaces for Mama Fires. Each Mama Fire corresponds with a certain upgrade for your match. Over time, both you and the Mama Fires die out. Additionally, forest enemies speed up this process. However, they also drop tinder that can be used to refuel the fires.
The game was built in Unity.

I did programming, VFX, system design, and general polish for this project.

Mr. Tennis's Hustle

Mr. Tennis's Hustle was originally made for ScoreSpace Jam #11, by a team of 4. The theme for this game jam was "Teleportation". Unfortunately, due to a build error, we weren't able to submit. I later looked through the UE4's engine code to debug and fix the error.
In this game, you play as Mr. Tennis, and play in 4 tennis matches at once to provide for your family. When the mouse moves to a new quadrant, Mr. Tennis is teleported to that match. You get money for winning matches, with higher payout for faster wins.
The game was built in Unreal Engine 4.

I did all programming (done mostly with UE4 Blueprints, with some C++) and all design for this project.

Missed Connection

Missed Connection was made for College Game Jam, by a team of 4. The theme of this game jam was "Connection".
This is a narrative game, following 2 characters in 4 scenes, living through memories of a night when they met. Through this format, their story is told in a nonlinear manner, letting the player shape the details of their story through dialogue choices. Memories are told in cutscenes with emote animations.
The game was built in Unreal Engine 4.

I did all programming (done entirely in C++ code), system design, and all writing for this project.

Rep Air

Rep Air was made for Global Game Jam 2020, by a team of 3. The theme of this game jam was "Repair".
We joked around and ultimately went all in on a gag concept of "repping air" as a air sales company. In this simulation game, the player manages their stock of air by hiring children to send to remote places and retrieve air. Of course, children aren't the best equipped to go the Himalayas, so they sometimes die. The economy of the game revovles around balancing the type of children you send, the places you send them to, and opening up shops to sell more types of air.
The game was built in Unity.

I did UI programming and system design for this project.

Infinite Dynasty

Infinite Dynasty was made for Ludum Dare 47, by a team of 6.
The theme of this game jam was "Stuck in a loop".
This was a very interesting project because the team was me and an experienced friend, and 4 others who were all programming and new to game development. It was really rewarding balancing completing the game and teaching the other team members and incoorporating their contributions.

The game itself is a simulation game that revovles around a grid map. The objective is to achieve max happiness for your nation. However, as food and money runs low, the commoners revolt, forcing a new dynasty to rise. Each dynasty acts as a reset, but has to play with the hand left by the previous one.
The game was built in Unity.

I did the majority of programming, system design, UI, and sound design for this project.

Cheese World

Cheese World - the world of the Common Fat Rat.
This was just a quick project to get used to UE4. You play as a rat in a randomly generated maze, seeking the golden cheese. You have health meter that can also be used as a resource to break down walls.
The game was built in Unreal Engine, entirely with Blueprints.

This was a solo project, so everything was done by me besides music and the rat model.

Birb

Birb was made by a team of 2 for Bear Jams Fall 2019, hosted by game dev club I eventually became President of. The theme of this game jam was "Flow", but we really didn't adhere to it at all.
You play as a guy with a buff arm who can chuck birds to propel yourself upward. Your goal is to destroy the sun by throwing birds at it.
The game was built in Unity.

I did everything besides the art for this project.

Hungry Hungry Theo

Hungry Hungry Theo was made in 2 weeks as a part of Art 160 - Game Design Methods - by a team of 5.
This is simple, casual game, appealing through mildly satisfying gameplay. You drag sushi on a conveyor belt to Theo's mouth and hit Space to chew.
The game was built in Unity.

I did part of the programming and system design for this project.