All Projects

Detailed showcase of my game development work

  • Solar Scavenger

    Solar Scavenger is a space-themed survival game created for the FIEA Game Jam 2026. Players must escape the dying Icarus-XIII star while being pursued by scavengers and pirates in this intense 48-hour jam project.

    As Lead Programmer, I engineered the chunk-based procedural generation system, resource management economy, and physics-driven ship controls. The project emphasized performance optimization through object pooling and dynamic sector loading for an infinite open-world experience.

    Key Technical Contributions:

    • Procedural Chunk Generation for infinite space exploration
    • Adaptive Object Pooling for performance optimization
    • Strategic Resource Management with scavenging gameplay
    • Physics-Based Controls for realistic space movement
    • Dynamic Difficulty Scaling responsive to player progress
    • Adaptive Spawn System for enemies and resources
    • Progressive Music that responds to game state
    • Dynamic Lighting tied to in-game progression

    Team Size: 4

    Team Role: Programmer & Composer

    Time: 48 hours

    Engine: Unity 6

    Learn More
  • Fearosis

    Fearosis is a strategic mobile simulation game where players engineer and propagate complex threats. The title features a robust stat-based simulation engine that manages complex interactions across dynamic populations.

    As Lead Programmer, I architected the core simulation systems, including a custom A* pathfinding solution and a secure binary save system. I optimized the codebase for mobile performance using object pooling and event-driven architecture to handle complex calculations on limited hardware.

    Key Technical Contributions:

    • Stat-Based Simulation with dynamic events and reactive spreadability
    • Reactive Upgrade Tree with dynamic unlocking
    • A* Pathfinding for custom agent navigation
    • Dynamic Object Pooling for mobile optimization
    • Secure Save System preventing data tampering
    • Advanced Music Loop with seamless transitions

    Team Size: 7

    Team Role: Lead Programmer & Composer

    Time: 5 months (WIP)

    Engine: Unity 6

    Learn More
  • Reconnection

    Reconnection is a narrative-driven RPG that blends social simulation with tactical turn-based combat. The project demonstrates advanced C++ architecture within Unreal Engine 5.

    As Sole Programmer, I engineered the complete turn-based combat system using C++ parent classes with Blueprint extensibility. I developed custom tools for designers to create branching dialogue and combat encounters without code dependencies.

    Key Technical Contributions:

    • D&D-Inspired Combat System with automated dice rolls and stat calculations
    • C++ Architecture with Blueprint-extensible parent classes
    • Turn-Based State Machine for initiative management
    • Custom Editor Tools for narrative designers

    Team Size: 8

    Team Role: Sole Programmer & Composer

    Time: 5 months (WIP)

    Engine: Unreal Engine 5

    Learn More
  • Reactive Skies

    Reactive Skies is a technical showcase demonstrating real-time cloud data integration. It features a live weather system that synchronizes in-game environments with real-world meteorological data via OpenWeatherMap API.

    I implemented a robust backend architecture using PlayFab for user authentication and cloud data storage. The project utilizes custom caching strategies to minimize API calls and optimize bandwidth usage.

    Key Technical Contributions:

    • REST API Integration with OpenWeatherMap for real-time data
    • Cloud Backend Architecture using PlayFab for auth and storage
    • Custom Serialization for persistent player states

    Team Size: 1

    Team Role: Creator

    Time: 1 week

    Engine: Unity 6

    Learn More
  • Deadtective

    Deadtective is a puzzle-adventure game developed for the Jamsepticeye Game Jam, where it competed against thousands of entries.

    I engineered a dual-world mechanic allowing players to toggle between reality and spirit realms instantly. The system utilizes complex 2D raycasting and custom collision layers to manage interactive objects across two simultaneous game states.

    Key Technical Contributions:

    • Dual-World State Management with seamless switching
    • Object-Oriented Interaction System for scalable puzzle mechanics
    • Drag-and-Drop Inventory implementation
    • Unity Input System integration with raycasting
    • 2D Collision Layers for world-specific interactions

    Team Size: 7

    Team Role: Programming Lead

    Time: 4 days

    Engine: Unity 6

    Learn More
  • Bysen Says

    Bysen Says is a rhythm-action accessibility game developed for the Limbitless Solutions Super Bionic Bash. Competing against international teams, we delivered a polished musical experience in under 72 hours using Unreal Engine 5.

    As a Programmer, I engineered the rhythm verification system using Unreal's Quartz Audio Clock for sample-accurate input timing. I optimized the input pipeline to eliminate latency—critical for rhythm gameplay—and implemented a modular gamemode architecture that allowed for rapid iteration of musical patterns.

    Key Technical Contributions:

    • Quartz Clock Implementation for sample-accurate rhythm synchronization
    • Input Latency Optimization for tight gameplay responsiveness
    • Modular Gamemode Architecture for rapid minigame prototyping
    • Dynamic Audio Integration linking gameplay state to music
    • Accessibility-First Design ensuring inclusive player experiences

    Team Size: 6

    Team Role: Programmer & Composer

    Time: 3 days

    Engine: Unreal Engine 5

  • Campfire Cryptid

    Campfire Cryptid is a survival horror minigame collection that won 1st Place at the UCF Game Development Knights Summer Jam 2025. Built in just 48 hours, the project required rapid iteration and precise scope management to deliver a polished experience.

    As Lead Programmer, I architected the central game state system using Scriptable Objects to manage dual timers and scene transitions without persistent data loss. I implemented the core gameplay loops for fishing, fire tending, and the climactic defense sequence, ensuring seamless interaction between varied mechanics.

    Key Technical Contributions:

    • Scriptable Object Architecture for global state management
    • Dual-Timer System creating escalating tension
    • Rapid Prototyping of multiple distinct minigames
    • Raycasting & 2D Physics interaction implementation
    • Dynamic UI feedback systems

    Team Size: 4

    Team Role: Sole Programmer

    Time: 48 hours

    Engine: Unity 6

    Learn More