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// My Works

Here is a showcase of my works. They include both 2D and 3D games, with a mix of programming, art, and design.

2D Games

Akai Shinobi

This side-scrolling game was programmed by me in Construct 3.
All art assets and animations were also hand-drawn by me in 2-weeks.
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ASCII Labyrinth

Metal Matching

This maze game was developed with Python's Pygame with original ASCII art.
This memory matching game was built for web using HTML/CSS/JavaScript.
Help improve your memory by matching metal album art and broaden your musical tastes with new music.
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RNG Clash

Python Paint

This text-based, turn-based, random number centered fighting
game was built in Visual Studio Code using Java. Fight an infinite number of enemy waves for money, purchase buffs at the shop, and of course, test your luck.
This GUI paint program was developed with Python's Pygame.
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3D Games

Lyra Deathmatch Map

Using Unreal's Lyra template, I created a custom deathmatch arena.
All the design, lighting, and details were placed by me.

Avian Pursuit

Puzzle Game

This game was created in Unity using C#. The user
plays as a bird that navigates through a small village, eliminating poisonous snakes.
This project utilizes object pooling, bit masking, many instances of inheritance to modulate and separate code functionality.
​Object pools prevent freezing when instantiating new object.
Bit masking allows for improved performance when dealing with multiple checks by condensing 8 flags into 1 byte.
Inheritance keeps code modular, single purposed, and prevents redundancy.
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Escape the Facility

Monster Killer

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The first game I built learning coding for games.
The design was done be me and uses Unreal Engine.
All coding was done in Blueprint, Unreal's built in visual coding language.
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This was the second game that I coded myself.
This first-person game was created using Unreal Engine.
All coding was done in Unreal's Blueprint.
​
Play It Here

Tools & Collaborative Projects

SIP - Encapsulated Collision

This project is a tool for any developer to use. This component simplifies adding
colliders as much as possible and allows for dynamic collision handling for precise and realistic
​collision, all while being performance friendly.
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Project: Katalyst

Farming Sim Mini Games

My additions to Project: Katalyst include automatic
navigation around curving levels using ray casts and use of prefabs to allow designers to add an infinite track loop
​to the end of any level.
This game featured AI players when not playing onlinewith other people. I was responsible for creating the AI algorithm for the first and second mini game. These AI needed to feel like real players
​playing so there needed to be variation in their gameplay.
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  • Home
  • Works
  • SIP
  • Boards
    • Objective 1
    • Objective 2
    • Objective 3
    • Objective 4
    • Objective 5
    • Objective 6
  • Contact
    • Community Statement