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Projects




Retribution

Info

3rd person hack-and-slash game. You play as Grendel, a victim of the genetic engineering experiments performed by a mysterious organization. After breaking out of your chamber, you begin fighting your way out of the facility, guided by a mysterious voice from the speakers around you.

History

Began as a student-run project in fall 2022. Full team attached through April 2023, at which point it became independent of school and continued development with a reduced group through April 2024. Currently on hiatus.

Contributions

Major contributions I have made to the project include:



Additionally, I have overhauled works originally created by others, such as player locomotion, and implemented many other smaller systems.

Availability

Take a look at the Development Gallery.



Unnanounced Game (2024)

Info

Currently in development, made in the Godot engine. As it is unnanounced, I am not at liberty to share many details yet.

History

Began development mid-2024, and is in active development.

Contributions

I joined as one of the primary developers for prototyping. I have been responsible for a great deal of the programming work in the project thus far, spanning several months of work.



Unnamed VR Project

Info

VR simulator, developed for University of New Hampshire with government funding. Simulates and visualizes real-world recorded electromagnetic waves in space and how particles interact with them. The project is intended primarily for deployment in educational settings, and supports all Meta Quest models.

History

Began as a student-run project in fall 2023, contracted with the University of New Hampshire. I was attached through my graduation at the end of December of 2023. The project is still ongoing, and on track for release.

Contributions

I was responsible for the initial project technical setup and design, along with the implementation of user-character programming, including the integration and setup of the Unity XR Interaction Toolkit. I also was responsible for implementing various setpieces and interactables, such as a machine that creates particles for the user to interact with using a simulated button press. I was responsible for the implementation of full hand/finger tracking.



Authority

Info

Online first-person co-op puzzle game. You play as one of two halves of a computer programmer, who has been sucked in by his computer and digitized into a virtual world, where he finds that he is split in half at the waist, both halves acting independently. Players solve puzzles both as separate entities with different capabilities (e.g. the top half can pull levers, and the bottom half can stand on buttons), and by temporarily combining using the mysterious piece of equipment that separated them in the first place in order to accomplish tasks neither could complete alone.

History

Began as a student-run project in fall 2021. I joined in January 2022, and continued work until May 2022, at which point the project was dropped due to circumstances beyond my control.

Contributions

I acted primarily as a networking engineer. I was responsible for updating and overhauling the systems developed before I joined, including player and world synchronization, server connection, game discovery (and the relevant UI), and had done some work by the time the project ended on adding support for Steamworks-based connection and data transfer. I also serviced many gameplay bugs and issues that cropped up before and during my time on the project.



Ascalon

Info

Ascalon is a debugging tool. It provides an environment for creating debugging console commands and variables, in a similar style to that of Source Engine games.

Ascalon runs in C# environments supporting reflections. It is designed to be modular and extensible, and comes with built-in UI frontends for Unity and Godot.

History

Ascalon began development mid-2021 as part of a seperate game project. It became an independent project that fall, and saw the bulk of its development over the next 7 months.

It would then be slowly updated here and there as a result of improvements made while using it in various projects.

Most recently, in mid-2024, I added built-in Godot support, overhauled the UI, and formally released a 'version 1.0' when I felt it reached a state suitable for general use.

Contributions

I am the sole developer of Ascalon.

Availability

Source code and releases are available for download on GitHub.



The Vedmid

Info

Singleplayer atmospheric horror game jam game. You live in a cabin on a mountain. Tonight, there is a particularly nasty blizzard. Drawn outside by the sound of a flare, you see one marking what appears to be the entrance to a bunker that you've never seen before. Inside, players are able to find firewood to fuel the firepit in their cabin to survive the night. However, a monster lurks within the various floors of the bunker, and it becomes more difficult to avoid its icy wrath the deeper you go.

History

Created for the Southern New Hampshire University Game Development Club's fall 2023 48-hour game jam as part of a 4-person team. It took first place, running against 8 other contenders.

Contributions

During this game's development, I was the primary developer behind the player's movement and camera code. The enemy's AI was entirely done by me, featuring range-and-angle based vision, the ability to hear sounds made around it, and the ability to prioritize actions when multiple stimuli are present, based on the details of each stimuli.

Availability

The Vedmid is available for download from itch.io.



Charred

Info

2D Metroidvania game. You play as Char, who has fallen down a hole and finds themselves in an unfamiliar land, transformed into an ashy dark creature, unable to speak nor remember who they are. As you progress, you find certain objects that triggers vague flashes of your memories, and gain weapons and powers to ease your quest to learn who you are. You also meet fellow 'Ashkin' dwelling underground, some of whom have the ability to speak.

History

Began as a student-run project in fall 2023. I was attached from the start. The project no longer has a full team as of a client decision in January 2024, but is still in development. I am still attached to the project, primarily to provide any requested maintenance to my prior work while I am working full-time on Retribution.

Contributions

My work includes much of the initial work on the project's basic systems, including player movement, combat, enemy AI, and scene management. As the project progressed, I have also implemented save data creation & handling, much of the UI, a boss character's AI, and player cosmetic management (e.g. wearable/equippable items, weapon visibility).





...and more to come!

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