Unity Gameplay Systems Designer and Programmer
A 3D microscopic strategy game set inside blood vessels between immune cells and pathogens. Players spend DNA to spawn bacteria and white cells against the opposing faction, buy permanent upgrades, and switch between a top-down command view and an interior camera. I modelled the custom assets in Maya and built the game in Unity URP.
Technical BreakdownA social multiplayer RPG built on feudal power dynamics, where players vote, conspire, and overthrow each other to claim the crown. Two factions of up to four players, built in Unity 6 on Photon Fusion 2. Clients predict movement and attacks locally, while the host stays the only authority on damage, roles, and crown ownership. Not publicly playable; builds are available on request.
Technical BreakdownA 2D real-time simulation of evolution by mutation and natural selection. It starts with LUCA, the last universal common ancestor, near volcanic vents on the ocean floor about 4 billion years ago. You adjust temperature, pH, oxygen, light, toxins, and radiation, and depending on the conditions, LUCA can diverge into Bacteria, Archaea, and, rarely, Eukarya.
A 3D simulation of special and general relativity built in Unity. You fly a ship to stars, planets, and black holes, and compare your ship's clock with Earth's. The faster you go or the deeper you get into strong gravity, the slower your clock ticks. At 99.9% of light speed, it runs about 22 times slower than Earth's.
An interactive Drake Equation simulator inspired by Carl Sagan's Cosmos. Players adjust the variables to estimate how many civilizations exist across the Milky Way, then browse a procedural catalogue of alien entries. I built it in Unity with 3D space visuals.
Game Design DevlogAn arcade paddle game built in Unity and my first release to the Google Play Store. Scoring, difficulty curves, and power-up values are driven by CSV data read at runtime, so tuning never required a rebuild. Getting it live meant Android build settings, keystore signing, and working through internal testing, open testing, and production under Play Console policy.
A fast-paced top-down action RPG built in 5 days for a game jam. You play the Void Wraith, unlocking and upgrading 7 abilities across 15 levels while racing to destroy the Void Crystal before it charges. I drew all sprites in Photoshop and built the 2D URP lighting from scratch.
Post MortemA 3D FPS and strategy hybrid built in 35 hours for GMTK Game Jam 2026. Players fly with a jetpack and switch between a single-shot rifle, an automatic rifle, and an AoE blaster. They build and protect Rigs to collect energy while defending the Nexus against orcs and alien soldiers.
An endless platformer made in Unity for a game jam with a team of four. You steer a penguin on a sled, dodge obstacles, collect power-ups, and try to reach as many houses as you can. I programmed and designed the player and power-up abilities, and drew the 2D art for the obstacles and some of the houses.
A game about death built in 10 hours, what does it feel like when a perspective permanently closes?
A 3D Unity project built around enemy AI. Enemy decision-making runs on state machine behaviours, and movement animation is driven by a blend tree that transitions between idle, walk, and run based on input.
A 3D level design project built around a loop of exploration and key collecting. I handled the layout, puzzle placement, pacing, materials, and texturing in Unity and ProBuilder. It is my strongest level design work.