A solo personal project (WIP) in which I challenged myself to create a modular fighting-game framework. The main focus of this was particularly on the structural challenge of designing asset code structures that are easy for designers to create stuff with, but also powerful in their modularity. I evaluated several approaches to implementing move data, but settled with Scriptable Objects and repurposing Unity’s Mechanim State Machine Animation States.
I used ripped sprites from Scott Pilgrim VS The World: The Game so I could focus on the programming. Every script is custom-written in Unity, with the only package being InputSystem.
A solo personal project puzzle game about matching Dall-E generated pictures to their original prompts. The main goal of the project was to finish and polish a project completely. Some sub-goals were creating an easily-approachable game, extensible dialogue system, dynamic and interesting NPCs, and variable levels of win conditions rather than a cut-and-dry right-or-wrong puzzle system.
A multi-semester project for a class I took called Game Studio. In a mock studio environment with 40 other students, I continued work on a student-led project. I primarily contributed to the codebase with custom utility tools (e.g. facilitating puzzle design with line rendering utilities) and refactoring of old student code, but I also worked on writing and implementing dialogue through the external Inky application. I worked in a small team with 6 other interdisciplinary students in which we would create weekly tasks, following the Agile workflow with Jira.
A game jam submission for Ludum Dare 54. Working in a team of 5, I led development on a movement-shooter with a limited-space twist. I mainly contributed programming and game design, but also mentored others in learning Blender for animation and modeling, and guided the programming division with tasks and code-design structures and interfaces.
A short summer project where I challenged myself to create a non-kinematic state-machine-based character controller that was different from the standard implementation in two ways:
The end result of my senior project. My goal was to create a small, polish, proof-of-concept for a puzzle game all about attraction and repulsion. To do this, I learned new tools like ShaderGraph and the HDRP rendering pipeline. I also used practices like Inheritance and modular OoD in order to create game mechanics like my reusable puzzle system and the gravitational-pull system. The latter allowed me to extend the game's original mechanic to affect the player as well, which I was pleasantly surprised by.
Below is the prototype of the game alongside another game mechanic of the finished product.
The final project for our Object-Oriented Design class. With two other students, we made a JavaFX-based bullet journal using design patterns (MVC). The goal of the project was to create an easily extensible codebase with modular implementations that would be compounded upon with further iterations of the assignment. One of the lightbox images includes the UML diagram we made for the code layout of our project.