
Fall is an infinite game where you play as a leaf falling to the ground from the top of a tree. You control wind and try to avoid branches, falling twigs and birds uncontrollable swooping wind as the leaf gets farther and farther towards the Autumn floor.
This game started as a passion project for me. It still continues to this day to inspire me to keep expanding on it and my knowledge about design. I was the sole Programmer and Designer for the game. All the artwork was done by my wonderful artist Maria after I had almost all the mechanics and pacing laid out. This game also allowed me to undergo managing a contracted artist and grasp more firmly the ideal relationship between game companies and contractors in making it effective, healthy and productive.

Sweet Cemetery is a little movement puzzle game that was made with 6 other people and I in Digi-pen. You must help Andy collect candy and avoid the graves as he traverses through the graveyard. Get to each gate at the end of the level with all the candy to win.
This game had many pitfalls in it's design cycle as it was the first ever time I was the Game Director for a prototype I designed. Through rigorous testing we derived as a team that the prototype I created wasn't fun for any except me to play, so we scraped it entirely. We ended up going with a more fine tuned movement puzzle game that I still enjoyed and was enthusiastic about completing. I was in charge of all the level design, tutorial design and implementation, gameplay and enemy design. In addition to being a bridge of connection and implementation of art and some sound.

The Sparce was a final project 3 students and I made at Digipen our first year. This game is a bullet hell where you go throughout defeating alien pigs and gaining new weapons. There are many different types of alien pigs to challenge your ever growing arsenal of unique weapons.
This game has many advanced features that we all strived to put into the game and it turned out very promising. As the Design Lead I was in charge of most of the levels, weapons, usability and design capabilities as well as enemy types, functionality and boss design. We had an amazingly talented artist and sound guy that made this game what it is. Without him it wouldn't look as polished and nice as it does.

Brisk is a top down puzzle game made for a game jam with my father and an old co-worker. You play as Brisk the out of control robot as he tries to get out of the room by gaining and losing control. This game is also available for download on itch.io.
My father, my old co-worker and I had 48 hours to make a game based around the idea of: Out of Control. As part of the game maker's tool kit game jam we entered the largest game jam to date during 2020. We all collaborated together in order to create the main idea for this game. I was in charge of most of the basic control mechanics as well as the UI design, level systems. I also created half of the levels in the game serving as tutorials to each new and unique mechanic.

Icon Generator
The Icon Generator helps the user create quick simple Icons for temporary positions. It allows immense customization in order to ease the usual time frame temporary icons tend to take up.
This was made in an attempt to make an upcoming project a lot easier for me. I designed all UI and UX in this project except for the file management plugin I downloaded from the Unity store.
Procedural Planet Generator
Procedural Planet Generator is just that a procedural planet generation application. This app allows you to edit land generation with the use of two filters to change how it calculates curves and land masses. Additionally it lets you take pictures of interesting and unique planets you manage to create.
This application was created with help from tutorials online as well as prior work with procedural generation. In an attempt to grasp and understand the vast and amazingly interesting ways to implement procedural generation I challenged myself to make this small toy for me user friendly. Doing so made me undergo some refactoring, clamping of values and understanding the limitation of the way I implemented functionality more clearly.

Escape Velocity
Escape Velocity was a team project 5 other people and I made during the second semester of my second year at Digipen. This is a survival crafting game in space. You play as an astronaut who needs to repair their ship in order to get back home. You must shoot mysterious mechanical aliens, collect resources, craft oxygen pipes, and turrets to defend yourself from the swarms.
For this game I served as the producer, making sure everyone was on task with the implementation of our ideas. I was also fortunate enough to tackle the procedural asteroid generation, enemy design, implementation and the player movement, shooting and collection systems.

Gravituoa
Gravituoa is a small puzzle game I made the first semester of my second year at Digipen. It is a gravity changing platformer puzzler I had the idea for just before we got the assignment. I liked the idea so much I pursued it into a full game as a solo project for the end of the semester assignment. In the game you control a small circle who's trying to get to the gray portal by using gravity flippers to change and manipulate the environment in order to escape.
I had quite the learning experience designing and programming the main mechanic. Which forced me to get very well acquainted with trigonometry. Additionally this was the first of many implementations of buttons, moving platforms, keys, spikes, and disappearing platforms. I learned a large amount on how to structure these behaviors to make them very easy to edit and change for different circumstances each level required.
Card Mage
Card Mage is a RTS, Tower Defense, Magic mixing game. You're able to mix different shapes, elements, and cast types to create over 250 different spells. You're able to cast many spells at a time with no slow down except the card refresh rate. Be careful of elements that won't work well against certain enemies and in some cases help them! Some elements might even react in interesting ways given the correct circumstances.
I was in charge almost completely of the programming, systems and structure. My friend and I had split roles for design and ideas. We ended up creating a very robust multiple permutation spell system that could handle any number of shapes, elements, and cast's we wanted. This in turn forced me to become well acquainted with permutations, overflow errors, and usability. Card Mage started out as an idea my long time friend from a gym we both worked at had. He'd pitched it to me several times and I even got a prototype working for the card spreading. When the game jam for Game Maker's Tool Kit 2021 came around we both entered again like in 2020. The theme was Joined Together. We spent about 2 hours, our of 48, trying to think of a good idea before he suggested that game he already had pitched to me.






















































































