Dark Fantasy Action Roguelite
My current passion project. A dark fantasy action roguelite, mixing deep spell crafting with loot-driven character progression and fast-paced combat. Players build and modify wands to create wild spell combinations while managing equipment like rings and amulets to fine-tune their build along side game changing perks found throughout each session. Combat blends bullet hell dodging with hack-and-slash action, making every fight a mix of precision and chaos. Levels are procedurally generated, enemies are relentless, and death wipes everything except for a meta currency that allows for small but meaningful progression between runs.
Inventory And Item System (2018)
I made this inventory and item system as part of an open world zombie game passion project.
Item containers are multi-cell and items come in many different sizes. Containers such as backpacks can have any number of sub-containers of different sizes and layouts. This adds an interesting dynamic when looting in tense situations.
Warbrand (2017)
Warbrand is a 3D local multiplayer arena FPS built using C# and Unity. It was developed as a final project as part of a 3 year game development program. I programmed many of the character abilities, as well as level hazards, and several other systems (music manager, dialogue manager). I integrated all of the character animations and set up the state machines with mecanim and the logic for triggering them. I also created the original sound track, all soundFX, and recorded/edited and implemented hundreds of lines of dialogue.
Project Monocat (2016)
Project Monocat is a 2D puzzle platformer where you play as an A.I. personality trying to escape an advanced research facility. Made by a 3 person team over the summer to keep our skills sharp, using C++, SFML, Box2D, and R.U.B.E. Apart from game design and direction tasks which were shared among the team, I set up the development environment, programmed the character controls/movement, designed and developed an audio manager to handle the playing/volume control of soundFX and music, set up the menu system which had audio/video options, and created the original sound track and all soundFX.


