A personal 3D title developed and published independently on Steam. Developed C# systems, Finite State Machine (FSM) AI, and custom character controllers within Unity, managing the full development lifecycle.
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Sir Rad (C++ Engine)
Custom 2D C++ Game Engine built with SDL2. Engineered with an O(1) Spatial Hash Grid, Object Pool memory allocators, and a deterministic 60Hz physics tick.
Play Emscripten Build
Under Iron Water
My second personal release on Steam. This Unity title focused heavily on first-person gameplay systems, UI/UX architecture, and 3D level design. Designed distinct enemy AI state machines to drive dynamic gameplay loops.
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Procedural Content Gen.
Rules-based Procedural Content Generation (PCG) pipeline in Unreal Engine 5. Integrated with Houdini for procedural 3D asset generation and context-aware spawning logic.
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Power In Time
A 2D/3D hybrid technical prototype in Unity. Features a custom 2D character controller driven by an asset pipeline that renders 3D Blender animations into 2D spritesheets.
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Pixel Grower
Unity prototype featuring dynamic procedural algorithms that parse user-uploaded images into 32x32 data grids, mapping pixel colors to interactive mechanics.
Play WebGL Build
Gobble Goblin
A hybrid puzzle/FPS game jam game using multi-camera setups and chain connection puzzle gameplay mechanics developed in Unity.
Play WebGL Build
Unreal Graphics Showcase
An interactive Unreal Engine experience built around custom graphics shaders.
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Technical Research & Game Jams
Data-driven player telemetry and rapid agile prototyping
VR UX Research
Juice Virtual
Developed a custom Unity XR testbed with embedded in-game telemetry to quantify the psychological impact of "game feel." Utilized A/B testing variants to measure and track player memory, competence, and immersion metrics.
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Shrooms
Award-winning 48-hour game jam project. Developed local multiplayer mechanics and concurrent input handling within a small team of developers.