2.5D Cinematic platformer built in Unity in 7 months.
Achievements: Developed and pitched initial game concept, created engine tools to handle custom camera system, set up custom orthographic rendering back end, implemented dynamic rain shaders using triplanar mapping as well as height, depth and area based volumetric fog.
2.5D raccoon simulation game built in Godot in 4 days.
Achievements: first 3d game built in Godot, built for the Winter 2025 Conestoga College CVRI Indie Game Jam.
Top down action / tower defence game built in Unity in 3 Weeks
Achievements: Primary gameplay programmer, developed resource management and turret defense construction mechanics.
3D Pacman inspired horror game built in Unity in 3 days.
Achievements: 3D modelled all level assets and character models in Blender, implemented fog and dynamic lighting, designed unused hlsl toon shader w/full support for all basic texture map types and additional URP lights.
A match 3 game made in Godot in 2 days.
Achievements: Created dynamic backgrounds using glsl shaders.
Multiplayer cooperative platformer built in Unity over 2 weeks
Achievements: Developed a system to allow for dynamically picking up/throwing objects and the other player in the level, local single keyboard multiplayer functionality and coop puzzle design.
Arcade style twin stick shooter built in Godot over 3 weeks (Platforms: pc, mobile)
Achievements: Implemented various particle and shader effects to enhance visual impact of attacks, first time porting a project built for pc onto mobile with full touch screen support and rebalancing to accommodate new control style.
Top down hunting game built in Godot in 5 days
Achievements: Dynamic time of day system impacting enemy behaviour and lighting, full sound design creation and integration with gameplay systems.
A turn based open world adventure game built in Godot in 6 months
Achievements: Developed a procedural generation system using cellular automata to generate the game's open worlds, designed enemy pathfinding ai using an a* map in an ever changing tile-based world and used multithreading to handle clean loading screens when starting a new game.