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Down River – Game Jam Entry

Role: Solo Developer
Duration: 7 Days (Game Jam)
Tools: Unreal Engine

Down River is a fast-paced kayaking game created in just 7 days as part of a game jam. Built entirely in my free time, the game challenges players to navigate down a winding river, collect as many coins as possible, and race against the clock for the best time.

The jam's theme, "As Above, So Below," inspired the core mechanic: the ability to roll the kayak upside down to dodge obstacles and grab hard-to-reach items beneath the water’s surface. This inversion mechanic created a fun balance between risk and reward, encouraging players to master timing and movement.

I handled all aspects of development — from gameplay scripting and physics tuning to level design and visual polish — making this a complete solo production.

Howard and Wispy

Role: Gameplay & AI Programmer
Engine: Unreal Engine 4
Team Size: Small indie team (post-college collaboration)

Howard and Wispy is a post-college game project developed collaboratively with friends. My primary responsibility was designing and implementing the AI behavior systems and combat mechanics, creating engaging and responsive enemy encounters to support the game's adventure-driven pacing.

Additional contributions included:

  • Developing core systems for dialogue, environmental traps, and camera control

  • Building tools and logic to support narrative moments and gameplay flow

  • Collaborating closely with the team on iteration and polish

The project served as a great opportunity to expand my Unreal Engine skills in a collaborative setting while wearing multiple technical hats across systems design and gameplay scripting.

Immortals – Capstone Project

Role: Solo Developer & Artist
Engine: Unreal Engine
Project Type: College Capstone (Ferris State University)

Immortals is a large-scale, team-based combat experience developed as my senior capstone project. I was solely responsible for all development and art production, including gameplay systems, AI behavior, 3D assets, vehicle design, and environment creation.

Key features:

  • Four playable vehicles — two for humans and two for aliens — each with unique roles, strengths, and weaknesses to support strategic variety

  • AI-controlled armies for both factions, creating dynamic large-scale battles with real-time combat and pathing

  • Balanced gameplay designed around vehicle specialization, faction identity, and fast-paced team combat

The Beat Maze

Role: Solo Developer
Platform: Mobile (Personal Project)
Tech Focus: Audio-driven procedural generation

The Beat Maze is a mobile rhythm-based game developed in my personal time. The game analyzes an audio file selected by the player and procedurally generates a level that blends maze navigation with endless runner mechanics — all synchronized to the music.

Core features:

  • Dynamic level generation based on audio analysis, adapting layout and pacing to the rhythm of any song

  • Players must complete the maze before the track ends, creating time pressure tied directly to the music's length

  • Reactive obstacles like blocking cubes that scale and move based on both player position and real-time audio data

This project allowed me to explore procedural content generation, real-time audio input, and rhythm-based game design — all within a mobile-friendly framework.

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