
Drunkard (Alt-controller game)
"Drunkard" is an immersive, wearable-controller game developed using Unity and microcontrollers. Players role-play as a drunken Iron Man, balancing physically to counteract random forces and avoid obstacles.
My main responsibilities included designing, modeling, and 3D printing all wearable hardware, programming Microbit microcontrollers, handling serial communication between Unity and the hardware, and creating rigged animations for the Iron Man character.

Wreck Kitchen (Unreal 3D platformer)
"Wreck Kitchen" is a chaotic 3D action-platformer built in Unreal Engine, where players control a tiny human causing maximum destruction in a kitchen setting.
Developed collaboratively (3 people, me, Davide and Jack), my role was focused primarily on level design, environment interactions, and optimizing gameplay mechanics like destructible objects and dynamic platforming to ensure engaging, intuitive gameplay.

Grav Slinger (Grav Shooter with Level)
"Grav Slinger" is a physics-based solo platformer where players navigate levels by strategically using gravitational slingshot mechanics. Initially conceptualized as a simple gravity mechanic demo, the project evolved significantly.
As a solo developer, I handled all aspects, including design, programming, and level creation, refining the game's scope to deliver a focused, playable experience.

Grav Shooter (Unity 18 hours prototype)
"Grav Shooter" is a Unity prototype created within 18 hours, focusing on gravity mechanics where players strategically redirect enemy bullets using gravitational fields.
As a solo project, I designed, programmed, and prototyped this mechanic, laying the groundwork for my later project, "Grav Slinger."

Insomnia (3D Doodle Jump)
"Insomnia" is an atmospheric, art-driven 2D/3D hybrid platformer exploring the journey of a child trapped within their own dream. Created in collaboration with Nathann Latimore.
My primary contributions included developing the game's platforming prototype, implementing player controls and camera mechanics, environment greyboxing, and creating various intricate 3D models that reinforced the game's dreamy visual identity.


Row/Col Cultivation (Excel Game)
"Row/Col Cultivation" is a farming-puzzle game built entirely within Google Spreadsheets. Developed collaboratively, it challenges players to strategically plant and cultivate flowers with unique directional growth patterns to achieve specific garden configurations.
My primary role involved leading programming and game design efforts, including implementing core mechanics like planting, daily progression, crop behaviors, UI, level initialization, and iterative design adjustments based on playtesting.

Ecosaga (2D Platformer)
"Keep the Ecosystem Balance!" is a platformer-shooter created during the UCSC SVC Hackathon themed "Sustainability." Developed collaboratively in a limited timeframe (48h). the game challenges players to maintain ecological equilibrium on a distant planet.
I served as the primary artist, responsible for all visual assets and art direction, collaborating closely with programmers to ensure cohesive integration.

A Kicker Ocean
"A Kicker Ocean" is a playful, fast-paced action game developed collaboratively as a two-week project during graduate studies. Inspired by the prompt words "Hit" and "Kick,"
I primarily worked on the game's art direction, including pixel art, sprite animations, background design, and some 3D assets. Additionally, I assisted with level design and decoration to support engaging gameplay and clear visual storytelling.