The Rider
System Designer/Technical Game Designer

The Rider is an ongoing passion project of mine for me to play with chance based mechanics and multiplayer dynamics. I was inspired by the likes of Helldivers and Vampire Survivors. This discord bot is a community building rpg designed for you to have fun with friends and develop a sense of mutual achievement!
Team: myself
Timeframe: figure out
Engine: Python
Database: MongoDB
Platform: Discord
I designed 11 enemies, 15 weapons, and 27 gems in The Rider. I implemented players rolling both weapons and gems using chance based mechanics as well as auto-generating enemies for everyone in the server to fight. This allows for players to earn gold to upgrade their weapons to fight more difficult enemies. To facilitate this Discord bot, I have it using a mongoDB server that holds a unique session of information for every server that this bot is in. I love playing it with my friends and learning how to make something multiplayer has been a fun challenge!
Ongawa
System Designer/Technical Game Designer

Ongawa is an ongoing project created to give indie artists more ways to share their music. This rhythm game is my first large scale project that I’ve worked on.
Team: 13 contributors
Timeframe: started in
Engine: Unity2D
Platform: Mobile
I am the sole developer of the in game editor meant to allow users to create beat maps for players to play. I have implemented 6 different note types and designed the user input loop. I work frequently with the game side devs to ensure the components we build stay compatible and coherent.
Frogmancer
System Designer/ Technical Game Designer

I created this project as a part of IGDA’s San Diego Game Jam ’23 with a team of 6 over 48 hours. The prompt given was “you really shouldn’t mix those” and we chose to create a game where the objective is to not mix certain ingredients.
Team: 6 developers
Timeframe: 48 hours for a game jam
Engine: Unity3D
Platform: PC in browser on Itch.io
My task was to create the dynamic recipe UI that changes as the levels increase. Both to change what ingredients shouldn’t mix, and which ingredients give points vs. cause the game to end. I worked on the system design which allowed us to each work on different pieces of the game and come together without causing merge conflicts and have a simple workflow.
Dancing Skeleton
Graphics Designer

This project was about creating a snow globe like animation in OpenGL. I decided I wanted to try and replicate Sr Pelo’s(YouTube) spooky month dance. To do this, I took a skeleton model and separated each limb in blender and noted their point of origin. Using this, I manually created parent – child relationships from the main body to each hand or foot. Then, I rotated each limb to make it look like it was dancing! Because the parent was the body and not the feet, I needed to move the entire model up and down to compensate so the body didn’t look like it was floating.
Team: Solo
Timeframe: 4 Hours
Tools: OpenGL
Skeleton Dance Battle
Graphics Designer

To make this project in Open GL, I had to learn about skinning and animation blending. Both skeletons seen in the environment are from the same FBX model but the correct one is from reformatting the broken version. I put both in because I liked how silly it looks. For the ninja, a third person camera has been implemented to follow the ninja and turn smoothly as not to seem jerky. The animation of the ninja starts in idle, but when the user moves forward, the model changes to walk. If the shift button is pressed while moving forward, the speed increases and the animation changes to run. All of these changes are blended between states from the start of one animation phase to the next.
Team: Solo
Timeframe: 16 Hours
Tools: OpenGL
Terrafarmer
System Designer/ Technical Game Designer

Terrafarmer is a project that I made along side one of my friends. I was the coding and he was the visuals of the game. Terrafarmer is a game where you are tasked with cleansing a wasteland of a planet using life energy.
Team: 2 developers
Timeframe: 3 months
Engine: Unity
Platform: PC in browser on Itch.io
My task was to design an energy economy to grow enough crops to feed the livestock. I created a feeding system to feed both herbivores and carnivores based on their likes and dislikes. In the current version of the game you can harvest wheat to feed cows which give you steak. The steak can be fed to buffalo (an herbivore I know) to show that you can get food from both crops and cattle. In the future, other herbivores, and carnivores would be added with favorite foods. Another carnivore could eat steak but it might not grow as fast as it is not its favorite food.
Gardeners Champion
System Designer/ Technical Game Designer

Gardeners Champion is a strategy wave game I made with 2 other people. Modular veggie campions are build using the garden while the veggies take time to regrow before being able to pull them. Enemies come in waves to push back and destroy your garden. If an enemy hits your gate enough times you lose. If you instead defeat all of the waves, then you win!
Team: 3 developers
Timeframe: 3 months
Engine: Unity
Platform: PC in browser on Itch.io
I designed each veggie with different stats that are added together when resulting in the final champion. I built it dynamically to add more veggies, enemies, and wave variation. In the future, I was going to add little legs to the champions and give them goggly eyes as well as change the growing speed for different veggies.
Sweetopia
Technical Game Designer

Sweetopia is a platforming game in which your goal is to avoid the cheese mafia and collect sweets. This was the final project for an interactive entertainment class
Team: 3 developers
Timeframe: 3 months
Engine: Unity
Platform: PC in browser on Itch.io
I created the grappling mechanic and was responsible for polishing the game. This included correctly placing the tile map and tweaking player physics to make the game fun! Any time a cheese touches the player, they take damage and if the player has no health left, they lose the game. Collecting all 3 sweets wins you each level!