Eight published titles across four years. Two led, four collaborated, two solo. Click through to play any of them every project below has a public build.
Year-long York University capstone shipped publicly on Itch.io and demoed at the Level Up Showcase 2025 in Toronto. Owned core gameplay systems, weekly milestones, and final integration across a six-person team.

A story-driven UE5 maze game I led from concept through ship across one semester. Designed and implemented the signature "hug & shove" combat mechanic and a series of hand-built mazes, while running sprint reviews for the five-person team.

Two genre variants of one core game shipped in a single one-month dev cycle: a Boss Rush "Diggers" mode and a Boss Run "Runners" mode. Built variant-specific gameplay loops and contributed to procedurally varied level content.

A short first-person experience about exploring unique levels and finding new ways of interacting with the world. Built around environmental storytelling and the brief ruminations of a man coming to terms with his existence.

A passion project for a York University course — sneak through security guards in a dystopian orphanage by pretending to sleep or snore. UE5 stealth mechanics, audio-driven AI states.

A solo first-person narrative experience — a murder mystery set in a forest. Built for DATT 3300; the project that introduced me to Unreal Engine and which I later adjusted into a walking simulator. Player controller, narrative triggers, and ambient audio system, all my own.

My first published Unity game — a small ninja running from a giant bug, collecting items for score and powerups. First end-to-end ship-to-storefront experience.

The first game I ever made and published. Built in Bitsy as a simple narrative horror — a man tormented by a serial killer. The shipping experience that started it all.
