My Projects

My first game


In my first game project, I had the opportunity to be one of the two programmers behind Nightlight Hero, a short but engaging game.


One of my main contributions was designing a custom tool for creating interactive objects, allowing certain items to be both pushable and throwable. This tool not only added versatility to gameplay but also empowered our designers to easily configure new objects without diving into complex code. Working on Nightlight Hero was an incredible experience if a bit short.


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Mobile game


In this mobile game project, I took the lead on designing and implementing player interactions, including trigger boxes and a dynamic grappling hook feature. These mechanics were essential to the game's core experience, adding a layer of responsiveness and excitement to the gameplay.


Creating the grappling hook, in particular, allowed me to dive deep into physics and interaction design, ensuring players could intuitively swing through levels with ease and precision. The trigger boxes added additional layers of interaction, making the environment feel more alive and responsive to player actions. This project was an exciting challenge, and it strengthened my skills in crafting engaging mechanics for mobile platforms.

Soulslike in Unreal Engine


In this Soulslike project developed in Unreal Engine, I was responsible for creating a checkpoint system inspired by the iconic bonfire mechanic. This feature allowed players to rest and reset, adding both a strategic layer to gameplay and a sense of progression within challenging levels.


Additionally, I developed a save system to ensure player progress could be retained seamlessly, allowing players to pick up right where they left off. Crafting these systems was a rewarding experience that required a balance of technical precision and player-focused design, enhancing the overall immersion and challenge of the game.


Lantern
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Caves shrooms and crystals

In this Unreal Engine project, I contributed to building a straightforward yet engaging roguelike experience, taking charge of several core systems. My responsibilities included designing the pickups, health system, melee combat mechanics, and implementing the music, each of which played a vital role in shaping the game’s atmosphere and flow.


Beyond these main features, I handled debugging and general bug-fixing, ensuring a smooth gameplay experience from start to finish. This project was a fantastic opportunity to bring together different gameplay elements and refine them for a cohesive player experience.