Lil fun
So this portfolio has some Easter Eggs added to it.
I won't say what was added. But I wanna let you know that there are a total of 5 of them so have fun hunting :D
Stepping Stones is a minimalist 2D platformer built in Unity, which I created while battling cancer and was inspired by Downwell
The project lasted about 5–6 months and gave me the chance to design and program a complete game loop.
The core gameplay is simple: players jump left and right, aiming for height or speed depending on the chosen height. Despite the basic nature of the game the controls are responsive and snappy, creating an enjoyable replay loop. High scores are saved, and coins collected during jumps can unlock cosmetic variations for added progression.
The art style is intentionally minimalist. I created all sprites and animations myself, drawing heavily from Downwell's approach to clean UI/UX and impactful presentation.
On the technical side, the project features a custom camera scaling system that affects FOV, jump speed, and sound design. Touch controls and resolution scaling were also built in which means making a mobile port is possible but not implemented. The jumping is fully code driven and the whole game is framerate independent
DevLog:
Tilting Game was made as a way for me to make a simple game from my childhood. At the time, I wasn't great at thinking small, so I needed something with an existing foundation. That's when I remembered Labyrinth which was a physics-based game built around trial and error, where the goal was simply to reach the end without falling into holes.
The game itself is solid and, with a somewhat replayable experience designed with speedrunners in mind. It also includes customization which let players change both the ball and the background skybox. While the feature is poorly implemented, figuring out how to add it taught me how to properly implement customization in future projects.
Making this game was a good learning experience for me, as it was my first time working in a 3D environment. It introduced me to Blender for asset creation and allowed me to experiment with world-space UI in Unity, a concept I hadn't explored before.
For my first university assignment in "Introduction to Gameplay Programming," I was given instructions to improve on the original Asteroids (1980) game for my Game Development Course.
This was the first game I had ever made in game maker. In which I choose to add a rogue like element to it (Ik very Indie of me). The game itself isn't too special but the back-end of the game relatively future proofed just in case I choose to work on it again.
I had designed the backend of the game really well. Shoot me a message if you are interested in looking at the repository
Sync Or Sink is a stylized rhythm game developed in Unity as part of a multi-disciplinary team project. I was responsible for core programming and technical systems across the game.
I integrated and documented the audio and music systems, ensuring accurate timing during gameplay, while keeping setup simple. I also implemented a global event system, input handling using Unity's new Input System, and an asynchronous level loading pipeline.
Also, I developed world-space UI architecture, gameplay-driven feedback systems (camera shake, post-processing, and UI response), and animation controllers to allow visuals and characters to react dynamically to player performance.
This project demonstrates my ability to integrate complex systems, maintain clean architecture, and deliver polished, responsive gameplay.
Trailer:
A Godot 4.x addon that recreates Tinder-style swipe card mechanics. Features spring-based physics for satisfying snap-back or fly-off effects, 4-direction swipe detection, mobile haptic support, and 18 spring presets.
Everything starts as a bad prototype
I’m an indie game developer who enjoys exploring how simple mechanics can create depth. My projects focus on designs that are responsive, playful, and easy to pick up.
I enjoy turning small ideas into complete experiences, using each project as a way to learn and push my skills further. My main goal is to keep building games for others to enjoy and to hopefully grow into a sustainable, indie developer through consistent practice and finished work.
Media Design School
Place to write down my thoughts, progress updates, and things I've learnt
So this portfolio has some Easter Eggs added to it.
I won't say what was added. But I wanna let you know that there are a total of 5 of them so have fun hunting :D
I've been talking to a friend about how I could extend this website/portfolio and they mentioned about adding my resume as well as a Devlog section. Which I thought was a smart idea so I attempted it
I'm no website designer so the HTML and css is a bit wacky but im happy with what was made :D
The weird thing about this panel isn't the art itself. it's that I had to work against my GPU as it was glitching out. The main issue I found when I worked around it is that the files would never look the same each time I moved or reopened the file. The GPU was constantly changing the project itself. So when I moved the screen or reopened it after a crash the design would take on a new shape or change where everything was placed.