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Team Games
Game: Kibbi Keeper
Role: Lead Game Designer
Engine: UE4
Kibbi Keeper is a published game on Steam that I created with a team of 14 other developers. It's a unique open-world experience that forced me out of the role of "programmer" and gave me a high-level perspective of game design and how it affects each discipline.
Game: Snowpainters
Role: Lead Programmer
Engine: UE4
Snowpainters is an arcade racer with a core mechanic that's unique to the genre. Players can place down paint trails to give themselves boosts on subsequent laps. I was the Lead Programmer on this game and it posed a lot of unique and interesting challenges that tested my leadership skills.
Game: Berry Glider
Role: Lead Programmer
Engine: Unity
Berry Glider is a mobile game designed for a Samsung Tablet. It's a downward platformer similar to Downwell where the player is a sugar glider that falls through the trees. It was my first step into working on a team and I was tasked with being the lead programmer. This game was an excellent study in Agile Development and prepared me for future leadership
Individual Work
Game: Afterburn
Role: Sole Developer
Engine: Personal Engine
Afterburn is an independent project that I worked on in the summer of 2021. I wanted to explore 3D graphics, 3D Physics and Movement, and VFX. I loved getting to explore different solutions to add the "juice" to make this game feel fun and interesting and I am extremely proud of the final product.
Game: Starship
Role: Sole Developer
Engine: Personal Engine
Starship is the first game I designed in my personal engine. It's a fantastic demonstration of basic rendering, 2D Mathematics, Companion AI, and general gameplay programming. This game has a special place in my portfolio as a project that constrained me with very basic tools to test my problem solving and critical thinking.
Game: Libra
Role: Sole Developer
Engine: Personal Engine
Libra is a game that places the player in charge of a 2D tank. It uses a tile-based world that's procedurally generated and showcases my first examples of texturing and AI pathfinding using my personal engine. It was a crucial point in my game development career that gave me new tools to use when solving problems.
Game: Doomenstein
Role: Sole Developer
Engine: Personal Engine
Doomenstein encompasses my first foray into 3D graphics. It was a project that required I learn the rendering pipeline in greater detail. In order to even start developing it, I needed to understand and implement D3D11. I got to experiment with shaders for the first time while developing this game and it gave me a new love and respect for VFX.
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