Work

Projects.

01

Sneaking Out

Gameplay Designer / Developer — UE5 Student Project

Unreal Engine 5 Blueprint Perforce

A stealth prototype built in Unreal Engine 5 as part of a university team project. I designed and implemented the player's locomotion system and the core throw-to-distract mechanic.

Responsive locomotion: sprint, crouch, and jump via Enhanced Input with state gating Safety checks to prevent conflicting movement states and edge-case bugs Throw-to-distract: montage-driven throw, spawned throwable, physics impulse, inventory decrement Player feedback and control rules to keep interactions readable
Locomotion Blueprint

Locomotion Blueprint: sprint + jump with movement-state checks

Throw mechanic Blueprint

Throw mechanic: spawn + physics impulse + inventory update

02

Owl Hunt

Solo Developer — Playdate Game

Playdate Lua Game Feel

A platform game built for the Playdate handheld console, designed around the device's unique crank input. The player aims using the crank, dives to catch prey, and returns to the nest.

Deliver a tense, atmospheric hunting experience where the crank embodies the owl's struggle — aiming, diving, and returning with prey all reinforce effort, weight, and urgency.

Crank-driven aiming arc and commit-to-dive loop for short, intense sessions Return phase: crank backward to "fight" prey weight and reach safety Multiple prey behaviors (rats vs. rabbits) to vary difficulty Invisible dynamic difficulty — prey speed, night length, hearts adapt without menus Minimal UI + hint system that teaches through feedback, not text
Owl Hunt gameplay

03

Relic Runner

Solo Developer — C++ CLI Game

C++17 Command Line Data Systems

A command-line dungeon crawler written in C++17. The focus was on building clean, well-structured game systems: ASCII rendering, turn-based combat, inventory management, and persistent save/load.

ASCII tile-based dungeon rendering with player, monsters, exit, and collectibles Turn-based movement + combat loop with simple monster AI Inventory built on a custom templated LinkedList<Item> Collectible + drop system: items spawn on map, monsters drop loot on defeat Full save/load to data/savegame.txt — player, monsters, inventory, ground items Unit tests via make test

04

Gravity — WIP

Gameplay Designer / Developer — Studio Team Project

Unreal Engine 5 Team Long-term

A long-term studio project exploring gravity-manipulation puzzle mechanics. Currently in the pitch and prototype phase — the most representative artifact right now is the team pitch video.