Design & Programming Projects
Gun-Like2 (Solo dev)

Itch.io Link
Gun-Like2 is a project I have been working on for over 2 years. It is being made in Unity and is still under development. Gun-Like2 is a Rouge-Lite FPS, it was made to be a sequel to an old game I made on scratch.
Gun-Like2 was originally meant to be my first actual finished game on Unity. I am planning to release it on steam when it reaches version 1.0. Some key features of Gun-Like2 include:

- Developed in the Unity engine
- 200 Unique items all with individually drawn sprites
- Save system that can save up to 8 runs at a time
- Fully modeled, textured, and animated enemies and bosses
- Randomly generated room layouts
- Point / Wave based enemy spawning system
- Procedurally animated enemies
- Unlock conditions for some of the guns / items
- Documentation on design and planning
- Built-in optional telemetry that converts data into an excel sheet


Power automate flow used to pull telemetry data from emailData formatted in excel sheet


Data gathered from raw dataC# scripted used to convert JSON data to XML file
Pizza Panic (Team of 5) | Role: Programmer

Itch.io Link
Pizza Panic was made for the Sheridan 2025 fall design week. The theme for this design week was "Alt control" meaning we needed to make an unusual controller for our game. We ended up using a Bop It as a stand in steering wheel, using the twist it as acceleration, the pull it as reverse, and the middle Bop It as a horn. Some key features of Pizza Panic include:
- Developed in the Unity engine
- Made in 1 week for the Sheridan 2025 fall design week
- Bop It controller was taken apart and rewired to output to a Makey Makey
- Nintendo Switch Joy Con was fitted inside the Bop It to physically steer
- Hand crafted map made in blender and imported to Unity
- Driving system / driving physics were made without Unity's physics system
- Playable both with and without the custom controller
Dig-A-Mole (Team of 6) | Role: Level designer

Dig-A-Mole was made for the Sheridan 2024 winter design week. The theme for this design week was "Micro Mix" meaning we needed to make a short, 30 second game, that would be added to a collection of all teams games; In a Wario Ware sort of style. Some key features of Dig-A-Mole include:
- Developed in the Unity engine
- Made in 1 week for the Sheridan 2024 winter design week
- Micro mix collection was put into an arcade machine located on college grounds
- Level design was first planned in excel, then converted to a string of numbers which was used to automatically build the levels in-engine
- Levels use a collection of different bomb types and bomb chain reactions to keep things interesting
A Short Hike, Tabletop (Team of 6) | Role: General designer

Our tabletop version of A Short Hike was made for the Sheridan 2024 fall design week. The theme for this design week was "Analog" meaning we needed to make a physical, non digital, version of a pre-existing video game. Our team was given A Short Hike, and we worked together to build a worthy tabletop version. Some key features of our version include:
- Made in 1 week for the Sheridan 2024 fall design week
- Great care was put into trying to make our tabletop version representative of the original game, in terms of gameplay and emotion
- While this game was made within a single week, we went through many iterations to make sure we got the game feel that we were looking for
- Some game pieces were made by hand with cardboard and markers, but the rest were 3D printed
ENERGY | TTRPG System (Solo dev)

Documentation Google Drive Link
ENERGY is my take on a creativity driven TTRPG similar to Pathfinder or D&D. ENERGY is primarily focused on letting players design and create anything they can imagine, instead of being held to the tight limitations of other popular TTRPG systems. ENERGY's secondary focus is making fights cinematic, without making them take forever to conclude.
Invasion (Solo dev)

Itch.io Link
Invasion is a long-term strategy board game. Invasion takes heavy inspiration from Diplomacy, with their discussion phase and action phase. Invasion takes this mechanic and applies it to a more combat centric environment. You earn gold each turn for taking over land and can spend that gold on producing a variety of units. Make deals with the other players for protection, or mutual gold generation. Just make sure you stay on everybody's good side.
Gift Shopping for Dragons (Solo dev)

Gift Shopping for Dragons is a strategy, pseudo-deck builder card game. Get assigned a dragon with specific tastes, and over the course of the game, acquire the perfect arrangement of items to give them as a gift! Dragons look for certain attributes in items, such as "Red", "Shiny", or "Symmetrical". Strike a balance between getting the perfect gifts and picking powerful gifts that will help you advance faster.
Decay (Solo dev)

Decay is a social deduction card game. In Decay, each player is assigned a role. Each role is associated with a specific team. The two teams include the cult of rot, and the city guards. Each round, every player anonymously adds events into a central deck that is drawn from to see what happens in the greater city. The players on the side of the rot, aim to spread rot tokens that infect regions of the city, if all regions are infected, they win.