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Hi! Welcome to my portfolio. Continue scrolling to see what I've worked on!

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Above all else, I just want to be part of a team that shares my love for creating memorable experiences. There's nothing more satisfying in my mind than putting in the effort to create a great game, and seeing it enjoyed by your friends and its community. Here are some of the projects I've worked on to achieve that goal:

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Polygunners

Polygunners is by far the most ambitious project I've ever tackled. It's a cooperative game that's a mix of an RPG and a bullet-hell. It can be played with between one and four players, and I developed the entire thing myself. The game is available to play for free on Steam.

Some of the games features:

  • A rich, fast-paced combat system

  • Hundreds of items to equip, letting you build a character that fits your playstyle

  • Three distinct areas, each with their own town, dungeons, and final boss

  • Local co-op up to four players

  • A campaign that should take around 3 hours

Projects
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In Between the Sun and the Sea

During the Spring of 2021, five teammates and I worked on a narrative-based puzzle game about a young woman dealing with colorblindness. The game explores her personal relationships and challenges as her colorblindness slowly intensifies. I worked as a leader in the team, level designer, programmer, and voice actor. You can visit our Itch.io page here.

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Computer Graphics

In 2019, I took a deep dive into the world of OpenGL and programming on the GPU. Shown to the left is the culmination of that experience.

The terrain and water are generated, lit, and rendered entirely on the GPU. This poses a lot of challenges that traditional programming doesn't have to worry about in exchange for an extremely performant product. 

Since then, learning how to work with the GPU using things like shaders in Unity has been a major topic of interest for me.

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No Small Matter

I developed No Small Matter with a team of six. Its goal was to take a few experimental mechanics and explore them deeply. In our case, that meant pushing the mechanic of object magnetization to its limit. We combined that gameplay with an interesting setting to create a short, but very detailed experience.

Created using Unreal Engine 4. Link to download.

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Dapper Dash

Dapper Dash was the first "real" game I created. Four peers and I developed an infinite running game in Unity following a jewelry thief from the 1920s. The player swings through '20s New York while they collect as much loot as they can. You can download the game build on my GitHub.

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