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Star Strikers

Genre: 3rd Person Online Dogfight

Platforms: PC

Role: Programmer

Development Time: 4 months

Team Size: 9

Star Strikers is a  3D multiplayer dogfighter where you play with up to 3 others in 2v2 combat.  Fly around with full degree of motion as you shoot down your friends while trying to stay alive yourself.  This is currently still in development.

The multiplayer is possible thank to Photon.Pun, so working on this has involved learning a new codebase and documentations.  My work has been on hit registration and gameplay loops over the network, making sure that damage is counted and kills given.

Mail Snail

Genre: Puzzle Platformer

Platforms: PC, Mac

Role: Programmer

Development Time: 3 months

Team Size: 9

Mail Snail is a peaceful puzzle platformer where you deliver mail to a wide cast of snails in this miniature world of wonder. Crawl on the floors, walls, and ceilings of this 2D world to make all of your deliveries and return home for a well earned rest. I worked with two other programmers to create the game, myself handling player controls, water, and simple machines.

Positives: Working entirely remotely with two other programmers and collaborating to create the game was a great learning experience.  Implementing movement controls for any orientation felt natural.


Future Improvements: Expanding the game and greater implementation of 2D lighting would be the next things to expand upon.


What I Learned: Collaborative work from an entirely remote environment.  Unity 2D systems/physics.

Golden Seas

Genre: Real Time Strategy

Platforms: PC, Mac

Development Time: 6 weeks

Team Size: 5

     Golden Seas is a real time strategy game I made with 4 other students.  You command fleets of pirate vessels against the royal navy.  I did all of the gameplay programming and systems design.  I modified a map generator to work for boats on water, and made it work at runtime for designers to create maps, created pathfinding, combat, AI, economy, all of the systems at play.  This was a fantastic undertaking that is a beautiful machine under the hood.  The entirety of the game runs on only three update loops, and information is divided so that all entities know only what they need to know, saving space and enhancing performance.  I also created my own custom binary save format for the game, allowing you to save and load games across computers, and send friends your save file, optimization for file size was a fun addition of cramming as much data into as little space as possible.

The Perfect Run

Genre: Casual/Puzzle

Platforms: PC, Mac, Linux

Role: Programmer/Designer

Development Time: 3 months

Team Size: 1


The Perfect Run is a puzzle game where failing has no downside. Whenever you hit an obstacle you leave a burn in time which you can jump back to whenever you want rather than take damage or lose the level, keeping all positive progress you made and undoing any negatives. If you reach the goal of a level while still having burns remaining, AKA your starting line isn't your ending line, you then get to go back through and connect your lines, healing the burns, and perfecting the run. Every level in the end will have a single, perfect, unbroken line from start to finish. See how much you can improve your times through intentional burns and warping, and see how much you can improve the final length of your line by shortening it. Enjoy a low stakes, no pressure journey through 40 levels of particle filled wonderland.


I created a game myself! This entire project is a laundry list of things I learned while making. From proper use of static scripts, to rudimentary saving, through deploying a game to the internet. Optimizing for lower end hardware was really successful in the end since the game has a plethora of particle effects at all times.

Future Upgrades:

More levels and online leaderboards for times would make the game much more interesting. Literally any marketing would help as well.

What I learned:

The entire process of development from planning, prototyping, playtesting, and publishing. Through two weeks of getting the movement to feel how I wanted it to. The importance of making it functional before making it pretty really shined on this project. Level design was an interesting thing to tackle, and could use some revisiting in the future.


Revival at Marrow Mansion

Genre: Point-n-Click

Platforms: WebGL

Development Time: 48 hours

Team Size: 2

     Revival at Marrow Mansion is a game jam game I made along with an artist, I created an interface to create dialogue trees in the Unity Editor to create the dialogue in the point and click game.  The dialogue editor was a massive undertaking and proved to have quite a few hard to track down bugs, I have since made a superior, node based dialogue editor that I'm still refining to this day.  The dialogue was all written by myself as well.  The map for navigation was incredible to make as well, only 7 lines of code manages a multi location, background changing based on hovering map system.  The game's story is unfinished, but it was a fantastic amount of work for the 48 hours I had.

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