Game Development
Playable projects, game jam entries, prototypes,
and technical gameplay experiments built with Unity.
A browser-playable arcade space shooter built in Unity.
Players maneuver with WASD or the arrow keys and fire with
the spacebar while navigating enemy encounters and
score-driven gameplay.
Unity
C#
WebGL
Arcade
Space Shooter
Play on Unity →
A Halloween-themed action game created for the GameDev.tv
Halloween Jam. Play as the Reaper, use a lantern to purify
escaped skeletons, return them to their graves, and avoid
hazards while restoring order to the graveyard.
Unity 6
C#
WebGL
URP
Game Jam
Play on itch.io →
Prototype Adventure
An action-combat prototype focused on surviving increasingly
difficult skeleton enemies, with player movement, click-based
attacks, health, enemy behavior, and difficulty scaling.
Unity
C#
Combat
Enemy AI
Prototype
Play on Unity →
BlockBreaker Prototype
A classic block-breaking gameplay prototype built around destructible bricks, lives, scoring,
and the extra-score/extra-life pickups. Focused on
collision behavior, scoring, and level progression.
Unity
C#
Prototype
Play on Unity →
Little Fox Runner
A small Unity runner project focused on character movement,
obstacle interaction, timing, and straightforward arcade gameplay, including collectibles,
health, speed boosts, extra jumps, and hazards.
Unity
C#
Prototype
Play on Unity →
TopDown → SideScroll → 3D
A Unity experiment exploring different gameplay perspectives
and transitions between top-down, side-scrolling, and 3D spaces.
Unity
C#
Experiment
Play on Unity →
Gameplay Systems & Architecture
Interconnected gameplay systems including inventory and shops,
equipment, combat, character resources, status effects, loot,
dungeon configuration, and persistent player data.
Inventory
Combat
Loot
Status Effects
Persistence
Multiplayer & Online Systems
Multiplayer systems using Unity Netcode and Unity Gaming Services,
including session management, RPC synchronization, cloud-backed
player data, combat attribution, and instanced player rewards.
Netcode
UGS
RPCs
Cloud Save
Sessions
Engineering & Performance
Data-driven and reusable systems built with ScriptableObjects, custom object pooling,
event-driven communication, authoritative managers where appropriate, input abstraction,
profiling, and platform-specific rendering configurations.
ScriptableObjects
Pooling
Events
Input System
Profiling
Testing & Development Tooling
Development hooks and targeted test methods for exercising
individual systems without requiring complete gameplay flows,
including save slots, cosmetics, damage, healing, items,
and status effects.
Debug Tools
ContextMenu
System Testing
QA