Lead programmer
System admin

Unity (C#)

9 months (2023 - 2024)

My university capstone project, Crimson Hell is a third person survival-horror game in which you play as a journalism student determined to find her missing sister. Traverse through three nightmarish realms, collecting limited resources, fighting monsters, and solving puzzles.

key contributions

Department Lead

Attended regular leadership meetings, managed developers and their tasks through Click-Up to keep the game's code on track, and managed the project's GitHub.

Inventory & Crafting

Inventory, crafting, item functionality, and item pickups.Tools for level designers to set up item pickups within levels.

Enemy AI

Enemy patrol and combat behaviors, and boss encounters.Tools for level designers to set up enemies within levels.

Combat & Abilities

Projectiles, X-ray vision, invisibility, barrier placement, traps, bombs, lures, and bandage healing.

UI

Quest tracker, inventory, journal, NPC interactions, game settings, and other menus.Dynamically updating prompts depending on input method, and virtual cursor for controller inventory manipulation.

Technical Design Document

Outlined game functionality and standardized code practices for the project.

Programmer

Unity (C#)

2 months (2023)

CERÆBRU is a sci-fi horror shooter where you play as a security officer sent to contain a breach at a secret cybernetics lab. Gameplay consists of combat, stealth, and collection and destruction of information, with multiple story endings.

key contributions

Player & Camera

Third-person player controller and camera, ADS weapon aiming, and transition to first-person view when crawling through vents.

Enemy AI

Enemy patrol and combat behaviors, and scripted encounters.

Combat & Abilities

Gunplay, and x-ray and invisibility combat abilities.

Lead programmer
System admin

Unity (C#)

4 months (2023 - 2024)

Mystic Pet Haven is a real-time mobile casual management game where the player is tasked with caring for various mythical creatures through feeding, cleaning, and adoption mini-games. Rewards allow the player to customize their shop.

key contributions

Management mechanics

Pet hunger, happiness, and cleanliness - as well as the washing, feeding, and adoption minigames.

Real-time progress

Real-time progress system for Tomagotchi-like gameplay.

UI

Menu, mini-game, and in-game shop UI - with support for all phone and tablet aspect ratios.

Mobile

Development specifically for mobile platforms. This included testing builds as APKs on both emulators and mobile devices.

Solo developer

Minecraft resource pack

Ongoing (2019 - present)

Prime's HD Textures is a popular resource pack I created for Minecraft with 512x512 resolution textures, as well POM and other PBR features - with a goal of remaining as faithful to the game's style as possible. To date the pack has hundreds of thousands of downloads.

key features

Textures

Hundreds of remastered textures.

Physically Based Rendering

Parallax occlusion, normal, and specular maps.

Custom models

Custom models created using Minecraft's model format.

Community

A 3,000+ member community Discord server, and a Minecraft multiplayer server using many custom modifications and plugins.

Social Media

Dev-log style pack development videos, with nearly 70,000 followers across Instagram and TikTok.

Partnerships

Official partner of Apex Hosting and MCProHosting - the leading game server hosting service. The pack is coming to the Minecraft Bedrock Marketplace through publisher Piston Solutions - an official Mojang Studios partner.

Custom Behaviors

Custom texture behaviors; such as seamless block transitions, and "fake" aesthetic blocks.

Solo developer

Unreal Engine 5 (Blueprints)

1 month (2024)

Cleanup Crew is a first person shooter where you play as a soldier deployed to a desert village to cover up a zombie outbreak. Using your grappling hook to traverse the level, you must kill zombies and collect hard drives to escape.

key features

Level Design

Heavy focus on level design, with a written up level design document and map.

Gunplay

First-person shooting with ADS.

Objectives

Collectible objects.

Enemy AI

Player detection and aggression.

Grappling Hook

Grappling hook mechanic and physics.

UI

Updating objective UI, pause menu, main menu, and other screen text.

Solo developer

Unity (C#)

6 months (2018 - 2019)

Sand.EXE is the first game I ever made, to teach myself the Unity engine in highschool. It is a top-down 2D roguelike shooter where the player traverses procedurally generated desert levels, collecting procedurally generated weapons to help them defeat increasingly difficult enemies.

key features

Gunplay

Single-shot pistol, shotguns, assault rifles, snipers, burst rifles - with different ammo types and reload speeds.

Procedural levels

Procedurally generated environments across two level types, including enemy, weapon, and supply placement.

Sprites

Player, enemy, environment, projectile, UI element, weapon, weapon part, pickup, and supply crate sprites and animations.

Procedural Guns

Procedurally generated level, rarity, damage, rate of fire, precision, and weapon parts (scope, barrel, stock, etc.)

UI

Weapon slots, inventory, ammo, pause menu, main menu.

Enemy AI

Enemy patrol and combat AI.

Solo developer

Unity (C#)

Ongoing (2024 - present)

The untitled remake of Sand.EXE has been an exercise in seeing how my design, code, and art skills have improved over the years.

key features

Gunplay

Single-shot pistol and automatic rifle.

Procedural Levels

Procedurally generated levels with fully customizable perimeters, including pre-made structure support (currently only the ravine).

Textures & Models

Player sprite-sheet, environmental tiles, weapon sprites, particles, and interact prompts.

Heat Distortion

Custom created heat distortion shader for desert levels.