A collection of projects I've worked on, Click on a project to learn more.
A first-person UE5 prototype where you chain different paint powers to move, solve traversal puzzles, and clear a modular testing course built around scalable, data-driven systems.
A 2D platformer built around responsive movement, squid‑style wall/ground traversal, and a focus on “juice & feel” through tightly synced VFX, sound, dashes, and shooting feedback.
A 2D platformer prototype focused on forgiveness mechanics (jump buffer, coyote time, variable jump height etc) with event-driven (& coroutine) checkpoints, respawns, and interactions.
An Unreal Engine tank combat playthrough built in Blueprints from a provided framework, featuring multiple enemy types, projectile patterns, and boss encounters.
A pure C++, Star‑Wars‑inspired procedural text dungeon that uses a dot‑grid map, random enemy waves and postioning, a coin‑driven shop and inventory system, built to be memory‑safe and input‑robust.
A 2D top-down dungeon with four rooms of slime encounters, featuring projectile debuffs, trap-spawning bosses, stamina-based dash, and a lure ability to manage enemy pressure.
A 3‑week 2D platformer prototype built around a one‑button challenge, where the Spacebar contextually controls double jumps, swinging, wall jumps, and Mario‑style stomp attacks.