Solo or team game projects I made in high school through DigiPen's WANIC program.
First-person speed-running platformer in Unity.
This project was huge for me since it was the first project where I really got into UI design, creating a slick main menu, level select, and game HUD. I was the main gameplay programmer on this project, and so it also served as my chance to polish a 3D player controller (which I had prototyped a couple times before).
I really love this game as a point of reference in my skills as a player controller programmer, since while at the time it felt good, I've been able to move far beyond it from playtesting it and later projects (namely, RAPID DESCENT).
Top-down dungeon crawler in Unity.
I'm still quite fond of this project, it has some really excellent art and animations made by our team of 3 artists, and a decent amount of content put together by our other programmer. For this project, I was the main gameplay programmer and sound designer.
This project had a really model production cycle, where I created a prototype over our first weekend, then we just kept polishing and adding content from there. This let me put a lot of polish into the game feel early on and achieve some effects I'm still proud of (screen shake and individualized hit stop on each enemy when they collide with each other).
2-player top-down RPG in Unity.
This was my first exposure to the joys of over-scoping a project, since it was the largest team I had been on and we had multiple months to complete the project for an extracurricular organization. This is one of my few high school projects where I didn't do the art, instead I was one of 3 programmers and also did the sound design.
This project also had some turbulence, this time across the classic programmer/artist divide. We came out of it okay, and with something I'm pretty proud of despite the jank (I somehow thought we could make our entire game world in the last week of the project, after making our 3 enemy encounters for months).
Arcade bullet-hell boss fight platformer in Unity.
This project was made for a 2-3 week game jam, but for my group I pitched that we take the assets and player controller I had been making for a personal project and build a short arcade experience from it. Thus, Purgatorial Ascension, where I did most of the programming, and all of the art and sound design.
This project has a cool vibe and some sick music I found online (shoutout Umziky and Peela!), although I'm not sure if I've ever even beaten it.
Top-down dungeon crawler with a bullet-curving mechanic in Unity.
Gunswinger was the final project of my first year of my game development class. I came up with the original idea for the project and made the player movement, bullet curving, camera, UI, and all the art in the game.
This project was important as my most serious team project up to that point, and my first project with conflict. We were conflicted about the direction of the game (whether to go arcade arena experience, large dungeon, etc.). This project definitely helped me prepare and avoid conflict in future projects.
Action platformer made in Unity.
This was my first big completely solo game project. I was the designer, programmer, artist, and sound designer for the project. I'm proud of this as a solo project since I think it shows a pretty cohesive vision across all the disciplines I had to practice.
This was also where I really started to understand my love of UX and game feel through the player and camera controller.
Atmospheric platformer in Unity.
I was the gameplay programmer, going for a more grounded player controller feel.
Action platformer in Unity.
This is my first publicly posted game project. I was the programmer!