Pursuits – My Library – Work History – Back to Home
Project Experiences
Projects
Quantum Tether
Platform: Unity | Language: C# | Release: Itch.io
Quantum Tether is a 2D roguelike infinite sidescroller where you swing, dash, and thread your way through the accelerating currents of cosmic debris. Built around precise movement and rhythm-based momentum, the game features a fully functional upgrade system, collectible mechanics, and reactive environments.
Key Contributions
- Core Mechanics: Designed and implemented the grappling and tethering system using vector-based physics, allowing players to swing dynamically between anchor points.
- Upgrade System: Built a modular upgrade framework with 10+ abilities such as dash cooldown reduction, dual-thread grappling, extended range, and slowed camera speed for enhanced flow control.
- Procedural Anchor Patterns: Created mathematical anchor point generation using parametric equations and sinusoidal patterns to vary level rhythm and challenge.
- UI & Menus: Developed a responsive UI and main menu system with start, pause, and settings functionality. Added custom cursor integration and dynamic HUD elements.
- Game Loop & Progression: Structured scoring, collectibles, and difficulty progression to encourage replayability and long-run mastery.
- Quality of Life & Polish: Implemented gameplay pausing, camera zoom upgrades, and accessibility options/settings for a smoother experience.
Itch.io Page: Play Quantum Tether
Video: Watch Alpha Trailer
Void Knights
Platform: Unreal Engine 5 | Language: Blueprints | Prototype: Itch.io
Void Knights is a third-person turn-based RPG project inspired by the Persona series, focusing on dual-world exploration, psychic abilities, and interactive storytelling. My programming work centers on two core gameplay systems: Psychic Abilities and Exploration & Interaction.
Key Contributions
- Void Entrance Mechanic: Developed a world-shifting system allowing players to transition between Reality and the Void Verse to solve puzzles or reveal hidden paths.
- Environment dynamically shifts between worlds.
- Some objects or enemies exist only in one realm, requiring strategic shifting.
- Object Manipulation Mechanic: Implemented telekinesis-based object interaction using engine physics for puzzles and combat.
- Players can lift, move, and throw objects with psychic abilities.
- Physics-based interactions use vector math and line traces for accurate targeting.
- Exploration & Interaction Systems: Created mechanics that enhance world interactivity and puzzle-solving.
- Players interact with doors, switches, and other world elements.
- Certain puzzles require world-shifting for progression.
- NPC AI & Dialogue: Built interactive NPCs with patrol behaviors and branching conversations.
- UI & Menus: Developed logic and widgets for in-world menus and settings.
Void Knights was a prototype/proof of concept developed by a small indie-level team of artists, designers, and programmers.
Itch.io Page: View Project
Mysteries of Tupni
Platform: Unreal Engine 5 | Language: Blueprints | Prototype: Itch.io
A fantastical third-person 3D action-adventure game where I contributed to programming, design, and level setup during preproduction.
Key Contributions
- Level Design & Environment Setup: Created and structured key game environments and interactive elements.
- Interactive Objects: Designed and scripted interactables including doors, chests, and teleporting stones with on-screen widgets.
- Inventory System:
- Built a structured inventory using Unreal Engine Data Tables.
- Implemented drag-and-drop item management, tooltips, filtering, and persistent inventory across levels.
- Added item pickup, usage, and dropping mechanics.
- Quest Integration: Structured objectives and NPC interactions to guide player progression.
Itch.io Page: View Project
Video: Watch Alpha Version
Medieval Shop Game
Platform: Windows | Language: C++ | Prototype: Itch.io
A medieval-themed text-based shop simulation prototype built to explore C++ game architecture and systems design.
Key Contributions
- Core Systems: Implemented inventory management, shopkeeper interactions, item negotiation, and branching dialogue.
- Rendering: Created an interactive console window with ASCII art and player input handling.
- Audio Implementation: Integrated DirectSound for background music, ambience, and effects.
- Architecture: Utilized C++17 with RAII principles, smart pointers, and modular state machines.
- Build Pipeline: Established a full CMake/Ninja pipeline → Windows SDK resource packing → Inno Setup installer → Signed .exe with asset packaging.
Itch.io Page: View Project
Million Miles Deep
Platform: Unreal Engine 5 | Language: Blueprints | Release: Itch.io
A high-intensity 2D bullet hell set on an alien ocean planet.
Key Contributions
- Enemy AI: Designed enemy movement patterns and attack behaviors.
- Projectile Mechanics: Implemented projectile logic and lifespan handling.
- UI & HUD: Created responsive menus and on-screen widgets.
- Collision Detection: Optimized projectile collisions for performance.
Itch.io Page: Play Million Miles Deep
Ginger Shroom Journey
Platform: Unity | Language: C# | Release: Steam
A fully released 2D adventure game built in Unity. I was responsible for core gameplay programming, level design, UI, and optimization.
Key Contributions
- Character Movement & Physics: Implemented smooth player motion and collision systems.
- Interactable Objects: Created event-driven interactions and environmental triggers.
- Enemies: Scripted patrolling enemy logic and edge detection.
- UI & Camera: Built menus, HUD elements, and a dynamic player state-driven camera.
- Steam Integration: Published on Steam using SteamworksSDK and SteamPipeGUI.
Steam Store: View on Steam
Video: Watch Gameplay Trailer
Ragdoll Plainly Perilous
Platform: Unreal Engine 5 | Language: Blueprints | Release: Itch.io
A physics-based experimental game exploring ragdoll mechanics and dynamic movement systems.
Key Contributions
- Ragdoll Player Movement: Built a responsive ragdoll-controlled player using Unreal’s physics system.
- Interactive Environments: Created physics-driven obstacles and dynamic gameplay elements.
- Collision Handling: Optimized for stable, reliable ragdoll interactions.
Itch.io Page: Play Ragdoll Plainly Perilous
Video: Watch Gameplay
Doors n’ Dice
Platform: Unreal Engine 5 | Language: Blueprints | Prototype: Itch.io
A 2D platformer that blends chance-based mechanics with traditional platforming, where each door choice determines the player’s fate.
Key Contributions
- Death & Respawn System: Built a hazard and player reset framework.
- Enemy AI: Scripted patrolling enemies and environmental traps.
- Menus & UI: Implemented pause, resume, and menu widgets.
- Physics Tuning: Refined player movement for smoother platforming control.
Itch.io Page: Play Doors n’ Dice
Additional Projects
Beyond the primary titles above, I’ve also worked on several smaller or experimental projects that reinforce different aspects of my programming expertise:
- Crimson Eclipse (Unreal Engine 5) – 2D Side-Scroller Horror: Enemy AI, interactive environment systems, game logic, and HUD.
- Itch.io Page: View Project
- Video: Watch Trailer
- Escape Control (Unreal Engine 5) – Top-Down Sci-Fi Shooter: UI widget construction, menu programming, and overall gameplay logic.
- Various Game Jams – Rapid prototyping and experimentation with new mechanics in small team environments.
- Backburner Prototypes – Unfinished builds, level design exercises, and experimental mechanics for continued learning.
Unnamed Project – 2D Renderer & Game Development with Odin & Sokol
Platform: No Engine (Windows/WebGL/MacOS) | Language: Odin | Status: Postponed
A deep dive into engine-free 2D game development using Odin and Sokol. Built atop Randy.gg’s minimalist 2D renderer, this project explores low-level graphics programming and game architecture from the ground up.
Focus Areas
- Learning renderer internals and low-level graphics operations.
- Expanding the base framework for improved input, animation, and gameplay logic.
- Building modular, scalable systems without relying on traditional engines.
Future Plans
- Add collision, physics, and animation from scratch.
- Expand rendering capabilities with new visual effects.
- Prototype a small but polished 2D game within this custom framework.
- Optimize rendering and performance for efficiency and clarity.
This project is both a learning experience and an exploration of complete engine autonomy—understanding every layer of what makes a game engine tick.
