Please choose a section or scroll down to view my work.
My CV can be found here.

Current Projects

  • Volatility

    Explore an interconnected world unfolding as you acquire new abilities, each region brimming with secrets to uncover as you learn your purpose in a collapsing artificial world.

    My Roles: Design • Scripting • 2D & 3D assets • Sound Design • UI/UX • More

    Project Details: Solo Project • Developed over 6+ months • Unity

    Game Details: Action-Adventure (Zelda-Like) • PC • Steam

Completed Projects

  • Kari: Stranded on the Shores of Vanaheim

    Explore mysterious lands after a magical storm strands you on Vanaheim in this Singleplayer Combat-Free Adventure-Puzzle Game by Team Unmanageable.

    My Roles: Level Design • Whiteboxing • Set Dressing • Level & Gameplay Implementation

    Project Details: 29 Team members • Developed over 8 months • Unreal Engine 4

    Game Details: Adventure & Puzzle • PC • Steam

  • Firekeeper

    Firekeeper is a relaxing narrative exploration game with platforming elements, set among the windblown peaks of a distant mountain range.

    My Roles: Level Design • Systems Design & Programming • Audio Design • UI Design & Programming

    Project Details: 3 Team members • Developed over 6 months • Unity

    Game Details: Platforming & Walking Sim. • PC • Itch.io

  • A Series of Rude Awakenings

    A Series of Rude Awakenings is an action- roguelike experience with platforming elements. Upgrade your character, equip powerful artifacts and unleash skills as you fight your way down!

    My Roles: Level Design • Systems Design & Programming • Composing • UI Design & Programming

    Project Details: 3 Team members • Developed over 6 months • Unity

    Game Details: Action, Platforming & Roguelite • PC • Itch.io

  • Drivinity

    Drivinity is a fast-paced anti-gravity racing game where Egyptian Gods collide in an epic race to decide once and for all who is superior.

    My Role: Narrative Design • Composing • SFX Design

    Project Details: 21 Team members • Developed over 2 months • Custom Engine & Unity

    Game Details: Racing • PC • Itch.io

  • Civilized Crook

    Sneak up to the top floor of a heavily guarded building while gathering clues for the final vault combination.


    My Role: Level Design • Systems Design • Composing • SFX Design • Narrative Design

    Project Details: 4 Team members • Developed over 2 months • Unreal Engine 4

    Game Details: Stealth em’ up • PC

  • Cell Shock

    Avoid harming the red blood cells while destroying viruses to cure the body in this “educational” bullet hell game.


    My Role: Level Design • Level Implementation • Enemy Design

    Project Details: 9 Team members • Developed over 3 weeks • Unreal Engine 4

    Game Details: Shoot ‘em up • PC

Game Jam Entries

  • Royal Gamble

    Dice and rocket-kicks at the royal gamble.



    Solo entry for GameMaker’s Toolkit Game Jam 2022. My main learning goal with this one was Cinemachine adjustments at runtime and more action-oriented physics/collision problem solving.

  • Mismatched

    A splitscreen single-player platformer set in heaven and hell simultaneously. The player must use the two characters' linked movement to overcome challenges to make it through a harrowing set of levels.

    Mine and a small team of former classmates’ entry for Global Game Jam 2022. My contribution to the project was mostly coding (player controllers, physics system, level events), initial concept design, and team coordination.

  • Paleo Showdown

    Race across Wyoming, Utah and Colorado to find dinosaur fossils before your opponents get there first. Based on the real life "Bone Wars" between Othniel Charles Marsh and Edward Drinker Cope between 1877 and 1892.


    Entry with small team for Historically Accurate Game Jam #5. I was responsible for coding and gameplay design. My first experience using Git in a team setting.

  • Hostage Situation Simulator

    In Hostage Situation Simulator, you take on the role of an expertly trained Sleep Dart Rifle Marksman of the police force's special unit, sent out to deduce and subdue a disguised hostage taker.

    I used this project for testing out a few things I had not been able to fit into my main Unity project at the time, like adding 3D objects to UI, using arrays to keep track of generated content in new ways, and using object animations for movement.

  • Cycle of Violence

    In Cycle of Violence you play as a many-armed gunslinger battling their way through a skeleton-infested town!


    For my solo submission to the Kenney Jam 2021 I took the theme of “Rotation” and applied it to an idea I had already been mulling over for some time, where the player character would grow a new arm for each new weapon. Features a score system, randomized event placement, and arguably “AI”.

  • Sheet Breach

    In Sheet Breach, use your boat to mercilessly plow through frozen ice sheets in search of the treasure hidden underneath.


    A personal project started, completed and published over the course of a weekend in late 2020. The initial purpose of the project was to gain experience working with Unity’s Cinemachine and physics systems when working in 3D. It ended up as a little arcade-y timer-based game.

  • Family Ties

    In Family Ties you control the three members of a family seeking passage through the ruins of a once glorious city built upon the sea.



    Team Ninobi’s submission for the Brackeys Game Jam 2021.1. The project also served as a way of trying out technical solutions which later made their way into our next game, Firekeeper.

Unfinished Projects

Volatility

My current project, intended as my first commercial release. Developed in Unity, with me handling pretty much everything apart from the music.

Volatility is a metroidvania set in a collapsing pocket dimension left to decay for centuries. The player must work with the few remaining survivors here to escape the micro universe before it and them are erased from existence.

The game borrows part of its structure and progression design from metroidvanias and zelda games, but with additional influences among a varied range of genres, from Tony Hawk’s Pro Skater to Resident Evil 4 and Dark Souls.

A demo was released on Steam in 2024, with full release planned for early-to-mid 2025.

For more info on Volatility click HERE or the link at the top of the page!

BBTL

Third person shooter set in a post-apocalyptic northern scandinavia in the aftermath of an alien invasion. The game would have the player setting up and protecting a small settlement of humans while solving various problems in the region.
Large attention was to be placed on narrative and setting.
Not open world, but with fairly large, revisitable levels acting as subregions.

At time of writing, the game has finished but unpolished versions of the following systems in place: Movement, Firearm systems, Crafting, Item and equipment menus, Interaction events, Weapon UI.

This project is one I will undoubtedly pursue again in the future as it is very dear to me and quite far along in some respects.
Since some time has passed since I last worked on it, there are things I would change about my approach. Most obviously bespoke visual assets.