Game Projects


In Development

  • Solo wave-survival FPS (private IP). Built in Unreal Engine 5.5 (C++). The core loop and its supporting systems are playable end-to-end; current focus is polishing first-run onboarding, or new player guidance, ahead of a playtest build. From there, the plan is to gather feedback and iterate toward a stronger demo for a future showcase or festival submission. No public build yet.

UNSUB

Unity 6 · C# · URP · Game jam / In development · Browser

Noir detective game built for Brackeys Game Jam 2026.2 (theme: TRUST NO ONE).
Harlan Voss was found dead behind the Blue Lantern Nightclub; you are a new detective at the precinct.
One case is live now (~15–20 minutes), with a catalog ready for more later.

UNSUB main menu: rain on glass and the case title

  • Built the desk flow: evidence files, suspect interrogations, showing proof when a story doesn’t match, and a one-shot accusation.
  • Packed case content into ScriptableObjects (suspects, evidence, claims, conflicts) so extra cases can be added later; only Blue Lantern is playable so far.
  • Question and show tries are shared across the whole case (10 and 5), and leftover tries plus hits feed the verdict after you accuse.

Play In Browser · Brackeys Game Jam 2026.2 (theme: TRUST NO ONE)


Access Granted

Unity 6 · C# · URP · Released · Browser & Windows

Released solo project that blends brick-breaker play with reactive typing challenges inside a CRT-terminal aesthetic.

Access Granted CRT-style gameplay

  • Built the paddle/ball loop, command-brick slow motion, typed prompt resolution, menus, and browser/Windows release flow.
  • Tuned separate failure tracks for ball drops and mistyped commands, with three difficulty tiers across levels 1-15.
  • Used barrel distortion, scanlines, UI styling, and patch iteration to keep the CRT identity readable during play.

Play In Browser · Patch Notes v2


Dread & Breakfast

Unity 6 · C# · Beta / Post-jam · Browser & Windows

Top-down ghost haunting simulator about scaring guests through escalating nights, shuffled rooms, haunt abilities, and a replayable fright economy.

Dread & Breakfast floor plan gameplay

  • Built PCG-style house layout support with readable room templates, props, and guest setups for night-to-night variety.
  • Centralized guest behavior so visitors can wander, chatter, escalate fear, and trigger panic chains.
  • Authored 17 reusable haunt abilities, persistent meta-shop progress, and event-driven feedback for browser play.

Play In Browser · Started at Mini Jam 208: Inverted (2026) · Patches · v0.9 beta


Trenchglow

Unity (2D URP) · C# · Released · Browser

Deep-sea exploration game built around sonar pings, dark-water navigation, collectibles, puzzles, and curiosity-first traversal.

Trenchglow underwater key art

  • Built shader-driven sonar reveals with a toned-down fallback for browser builds and lower-end GPUs.
  • Layered local visibility, widening sonar rings, and timed SFX so audio and reveal feedback line up.
  • Finished beyond the tutorial with additional trench levels and puzzle spaces; playable browser build is live on itch.

Play In Browser · Released with tutorial plus extra trench levels.


BREATHE Arcade

Unity 6 · C# · 2D URP · Capstone Project · Browser & Windows

Five breath-controlled micro-games built around a shared input layer for custom hardware, USB mic input, and keyboard simulation.

BREATHE Arcade promo art

  • Designed one normalized breath-input path so fan hardware, USB mic, and keyboard fallback feed the same mini-game logic.
  • Handled MCU/serial input on a worker thread with COM discovery, smoothing, and spike rejection for reliable demos.
  • Shared scoring/results UX and per-mode tuning structs across all five games instead of duplicating flow per activity.

Play In Browser · README / HOW_IT_WORKS cover the Unity project publicly.


OVERCLOCKED: Data Dash MAX

Unreal Engine 5 · C++ & Blueprints · Capstone Project · Released (PC & Arcade Cabinet)

Released Unreal endless runner built for desktop and arcade cabinet play, with lane movement, speed escalation, pickups, medals, themes, and offline leaderboards.

OVERCLOCKED: Data Dash MAX

  • Built C++ gameplay systems for lane swap, jump/slide, spawning, pickups, HUD, menu flow, and gamepad-first control.
  • Authored 40+ obstacle pattern chunks with difficulty tiers and weighted escalation so pressure rises without unreadable RNG spikes.
  • Tuned pacing, HUD clarity, six visual themes, and arcade-cabinet input feel through PC and hardware playtesting.

Windows build on Itch.io · Patch v1.1.0 · Trailer


Quantum Tether

Unity · C# · Released · Texas Game Jam 2025 (EGaDs, UT Austin)

Endless roguelike sidescroller made in a weekend: swing on stars and asteroids with the mouse, unlock a second rope, shorten the rope, and dash toward the cursor to recover bad swings. Red corrupted anchors are traps, one touch ends the run, and time crystals feed upgrades and score progression. Inspired by the old flash game Spider-Man: City Raid.

Quantum Tether

  • Grapple feel: cursor-based anchors, tuned damping, rope length control, and dash recovery keep the swing readable.
  • Procedural levels: hand-authored anchor/pickup/hazard chunks enter the run through weighted rules as speed increases.
  • Roguelike wrap-up: 10+ upgrades, normal vs. corrupted anchors, HUD/score flow, and fresh-run structure.

View on Itch.io · Trailer


Mysteries of Tupni

Unreal Engine 5 · Blueprints · Class Prototype

Third-person fantasy “souls-like” action adventure. I worked on early concept/design, documentation, and scope management, then built a Data Table driven inventory system, interactables, and quest/NPC hooks. This was one of my first game projects, built with another student and market assets for art.

Mysteries of Tupni

View on Itch.io · Demo


Ginger Shroom Journey

Unity · C# · Steam · Class Prototype

Solo developed, simple 2D adventure. Built everything except art assets: core systems, UI, SFX, 10 tilemap-painted levels, and Steamworks shipping.

Ginger Shroom Journey

Steam (free) · Trailer


Earlier Prototypes & Jams

Void Knights

Unreal Engine 5 · Blueprints · Class Prototype

Persona-inspired dual-world JRPG prototype. I authored exploration mechanics including Reality/Void realm swap, telekinesis, patrol AI, interactive props, save/load hooks, and related traversal features while collaborating with the lead designer and lead programmer.

Void Knights

View on Itch.io


Medieval Shop Game

C++ · Windows · Class Prototype

ASCII console shop simulator with inventory, haggling, branching chat options, RAII/smart pointers, CMake, packed assets, installer work, and signed .exe experiments. Built solo for a class project.

Medieval Shop Game

View on Itch.io


Million Miles Deep

Unreal Engine 5 · Blueprints · Class Prototype

Oceanic 2D top-down bullet-hell/SHMUP. Contributions: game design, enemy pattern authoring, projectile setup, playtesting, and QA.

Million Miles Deep Million Miles Deep

View on Itch.io


Ragdoll Plainly Perilous

Unreal Engine 5 · Blueprints · Class Prototype

Made for Chillenium 2025 Game Jam. Experimental ragdoll-as-controller traversal with stable collision tuning. Modeled after and inspired by an old flash game (Ragdoll Avalanche 2).

Ragdoll Plainly Perilous

View on Itch.io · Demo


Crimson Eclipse

Unreal Engine 5 · Blueprints · Class Prototype

Side-scrolling atmospheric horror. Worked on enemy/encounter logic, environment beats, and HUD comms. Did the engine work, level design, and build. Team project from my coursework, with artist teammates.

Crimson Eclipse

View on Itch.io · Demo


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