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My Portfolio
Welcome to my portfolio. Here you’ll find a selection of my work. Explore my projects to learn more about what I do.
Space Shooter Guy
Space Shooter Guy is a two-month-long school project developed by a small team of three skilled developers. This arcade-style game showcases a custom-built game engine using OpenGL and the Gateware API.
My primary responsibilities included implementing the core gameplay mechanics through C++, focusing on the class logic for the player, enemies, projectiles, and upgrades. I worked closely with my team to ensure a smooth and engaging gameplay experience, leveraging the power of Gateware for efficient and flexible development.
My primary responsibilities included implementing the core gameplay mechanics through C++, focusing on the class logic for the player, enemies, projectiles, and upgrades. I worked closely with my team to ensure a smooth and engaging gameplay experience, leveraging the power of Gateware for efficient and flexible development.


Reign of the Necromancer
Reign of the Necromancer is a thrilling dungeon-crawler game that incorporates the best elements of rogue-like gameplay, allowing players to immerse themselves in a challenging and unpredictable gaming experience. With the ability to play as a warrior mage, players will navigate through dark and treacherous dungeons, facing off against powerful enemies and mastering magical abilities.
My primary responsibilities were to implement every aspect of the enemies in the game, ensuring they were dynamic and challenging. Over the course of the three-month project, I successfully created 12 unique enemies and 3 distinct bosses, each with their own animations, behaviors, and unique traits. These enemies were built with a combination of C++ for class creation and blueprints.
My primary responsibilities were to implement every aspect of the enemies in the game, ensuring they were dynamic and challenging. Over the course of the three-month project, I successfully created 12 unique enemies and 3 distinct bosses, each with their own animations, behaviors, and unique traits. These enemies were built with a combination of C++ for class creation and blueprints.


Face Your Fears
Face Your Fears is a group project that focuses on castle defense and wave-based gameplay. Set in a dark and eerie environment, players must strategize and overcome their fears as they battle through intense waves of enemies and protect their home.
My main responsibilities were implementing the enemies and developing their mechanics using Unity prefabs and C#, but I also had a hand in many other areas.
My main responsibilities were implementing the enemies and developing their mechanics using Unity prefabs and C#, but I also had a hand in many other areas.


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