Projects
Most Recent
Alchemaniac
Alchemaniac is a potion-making game developed in Unreal Engine utilizing visual scripting and team-based version control with Perforce. In the game, players take on the role of a mischievous alchemist sentenced to community service by the king. From a tower prison, they must concoct potions for the townspeople and correctly fulfill their requests to work toward freedom.
Temperament
Temperament is a rhythm game developed in Unity and a team-based version control with Perforce. Players step into the role of Laura, a struggling therapist who receives aid from a mysterious entity. With the power of music, Laura connects with her patients, guiding both herself and others through a journey of healing.
Other Projects
The Master's Escape
Game Summary
A text-based escape game where the player explores a mysterious manor, collecting clues and solving puzzles to find a hidden way out.
Core Systems & Mechanics
Developed a room-based navigation system using directional and contextual inputs
Implemented interactive elements like search and puzzle-solving logic to drive progression
Designed a delayed text display and color formatting system for immersive storytelling
Managed room data, hints, and transitions using structured dictionaries for scalability
Puzzle & Interaction Design
Created a multi-step clue discovery system tied to exploration and memory
Designed a final logic-based puzzle requiring players to synthesize gathered information
Built input validation and feedback loops to guide player decisions and maintain flow
SkiJumper
Game Summary
A 2D game where players control a skier attempting to reach the end of a course while performing aerial tricks to maximize their score. Landing tricks cleanly and avoiding crashes is key to setting a new high score.
Core Systems & Mechanics
Implemented physics-based player movement using Rigidbody2D and torque for flipping in the air
Designed score tracking based on airtime and trick complexity (full/partial front- and backflips)
Integrated real-time UI updates with TextMeshPro for player feedback
Added crash detection and game over logic using particle effects, audio, and scene management
Polish & UX Enhancements
Triggered contextual audio feedback (cheers, gasps) based on player performance
Used visual cues like particle systems to reinforce collisions and tricks
Built retry and main menu navigation via UI panel system for a complete game loop
Organized code across dedicated scripts for maintainability
2D Platformer
Game Summary
A 2D platformer where players traverse a series of enemy-filled and obstacle-ridden levels. The objective is to reach the end without running out of health.
Core Systems & Mechanics
Developed responsive player movement with jumping, collision detection, and obstacle interactions
Implemented health-based progression where damage from enemies and hazards impacts survival
Designed enemy and environmental behaviors using Unity’s physics and trigger systems
Utilized Unity Tilemap system to construct platforming levels with modular design efficiently
Polish & Visual Feedback
Gained hands-on experience with Unity’s animation system, tilemaps, colliders, and UI canvas tools
Integrated UI elements like health bars and feedback panels, and applied audio and visual feedback