

Game Programming
Objective 1:
Implement multiple completed games, including 3D games, using common tools, languages and software for web, console, PC or mobile platforms
Magman
Magman is a short game concept I made in Construct 3 about a small sentient ball of lava that sacrifices previous versions of himself to make a bridge across dangerous, cold waters in order to reach his next small pool. This game was made within the scope of “failing to succeed” and was a great challenge to take on. This full game is programmed within Construct 3’s free version
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This game demonstrates my ability to implement a game demo for the web utilizing Construct 3.
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Game: Here
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Platform: Construct 3




Brick by Brick
Brick by Brick was a doomscrolling-themed game made by team 1 of Tongue-in-Cheek Productions LLC. For this game, I worked on the UI, background, and foreground art, as well as the game design. This collaborative project serves as one of my best examples in using a limited color palette in tandem with design to tell a story.
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This game demonstrates my ability to implement a full, complete game in a small amount of time while following the full development pipeline.
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Itch: Here
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Platform: Unity C#




Golfy Garry
Golfy Garry was one of my first ever games to have a complete functional in-game UI with a full level select. The game is technically infinitely playable, and each specific stage/environment can be selected in the main menu
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This game demonstrates my ability to create a concise, polished project available both on the web and launchable via Unreal.
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Video: Here
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Platform: UE5 Blueprinting




Space Merchant
Space Merchant was a game developed in 2021 by a colleague and me. In this project, I programmed the day cycle and overall shop interaction. This game was about the collection of metal to craft more bullets to shoot more enemies and asteroids to get even more metal, and was available on the Google Play Store for a few years.
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This game demonstrates my ability to follow the full production of a project to completion, including shipping for the Google Play Store (outdated).
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Video: Here
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Itch: Here
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Platform: UE4 Blueprinting



Objective 2:
Design, develop and implement the architecture and infrastructure needed to support a complete game project
Golfy Garry
Golfy Garry was one of my first ever games to have a complete functional in-game UI with a full level select. The game is technically infinitely playable, and each specific stage/environment can be selected in the main menu
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This game demonstrates my ability to create a solid framework for a project, involving a start, pause, and even level select screen.
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Video: Here
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Platform: UE5 Blueprinting




Launchy Larry
Launchy Larry was my endless launcher game inspired by early Newgrounds projects like Toss The Turtle, which required me to make an infinitely generating landscape full of infinitely generating obstacles. This game was also built with a shop ui, a start menu, and a scene, as well as a game-over screen.
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This game demonstrates my ability to create more infrastructure, involving a shop menu, pause, start, and quit screen.
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Game: Here
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Video: Here
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Platform: UE5 Blueprinting


Wrap-It-Up
​Made for the 2025 Global Game Jam, Wrap-it-up was one of my most polished Game Jam games that I worked on in a very small team to make. For this project, I did all of the 3D art, game design, and all programming and UI implementation. The game has a start, an end, and even a pause screen
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This game demonstrates another full infrastructure built out for another game jam, including a start, end, fail, success, main menu, and even a credits screen, all with high levels of polish and cohesion.
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Game: Here
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Video: Here
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Platform: UE5 Blueprinting



Eggs On Toast
Eggs on toast was a game made in just under 4 days, with the theme around “morning routine.” This game was concepted, designed, programmed, and then artistically crafted by me, including the shaders. This UE5 game is complete with a start and end screen, multiple endings, and fun, balanced gameplay about making breakfast.
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This game demonstrates another solid framework and design, having alternate ending screens depending on how well you make breakfast, and a polished menu and credits screen.
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Video: Here
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Platform: UE5 Blueprinting


Objective 3:
Implement and analyze fundamental data structures and algorithms associated with game applications supporting gameplay mechanics
Tiny Tanks
Tiny Tanks is a short game that I made in Unity, revolving around you, as a tiny tank, avoiding other, more evil tiny tanks that are trying to take you down.
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This game demonstrates a strong use of waypoints and enemies all stored in arrays for use when both generating the level, and in gameplay when the enemies themselves are patrolling their given points.
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Video: Here
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Platform: Unity C#


Dungeon Rogue
Dungeon Rogue is a short, 3rd-person game where you play as a small man, Billy, avoiding evil enemies as he traverses through a dangerous dungeon.
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This game demonstrates another case of enemies following set waypoints in behaviors, all based on locations added to arrays for the enemies to follow until they spot you.
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Video: Here
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Platform: Unity C#




Launchy Larry
Launchy Larry was my endless launcher game, inspired by early Newgrounds projects like Toss The Turtle, which required me to make an infinitely generating landscape full of infinitely generating obstacles. This game was also built with a shop ui, a start menu, and a scene, as well as a game-over screen.
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Here, this game serves as a demonstration of the data structures used to build the level as you traverse it. Each item generated on new terrain is added to a stored array, which is called upon leaving a certain area to delete added items
Game: Here
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Video: Here
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Platform: UE5 Blueprinting


Objective 4:
Use software development processes to analyze a project problem and to design, build and test a corresponding software solution
Ground Up: The UE Starter Kit
Made for my student innovation project, Ground Up: UE Starter Kit was made in collaboration with YouTuber LordKevep to create everything a developer would need to make a 2D or stylized game in Unreal Engine. I personally created all assets for this project aside from Kevep’s pixel-perfect camera shader, and I reformatted all assets to work in tandem. This shader, camera, and model pack is now available on the Fab store.
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This project is my solution to a large problem that Unreal Engine devs face when trying to work in stylized or 2D games, and attempts to solve or help this issue by giving a pack of shaders, models, and other assets for easier stylization in making UE games.
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Video: Here
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Page: Here
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Platform: Unreal Engine 5, Blender​​




Weapon Input/Output
My weapon input/output system is a custom-made program inside of Unreal Engine that takes your data of a weapon's specifications, and generates a new weapon based on that input data.
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This project demonstrates my solution to a problem I face when working on projects where designers need programmers in order to input infor for new data sets (in this case, weapons). This solution allows designers to use Excel to automatically output new weapon types instantly.
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Video: Here
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Platform: UE5 C++, Excel


Custom Batch Renaming
This project demonstrates my ability to solve simple problems with in-engine tools. In this case, I programmed 2 different custom actions, both of which rename assets for file organization
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Video: Here
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Platform: UE5 C++


Custom Distance Calcualator Node
This project demonstrates my ability to solve simple problems with in-engine tools. In this case,I programmed 2 different custom nodes, one of which automatically solves vector math, and the other of which calculates the actual distance between two points
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Video: Here
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Platform: UE5 C++


Objective 5:
Demonstrate development skills using multiple programming languages, development environments and platforms, including advanced and/or experimental topics in game programming
Ouroboros Protocol
Ouroboros Protocol is my magnum opus of programming, art, and design. This game is my personal pet project to learn everything I want to learn.
This game demonstrates my ability to program in Unreal Engine blueprinting, including animation trees, shader graphs, and code. This game serves as the main point where I learn and create most of my work in blueprinting.
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Video: Here
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Platform: UE5 Blueprinting




Magman
Magman is a short game concept I made in Construct 3 about a small sentient ball of lava that sacrifices previous versions of himself to make a bridge across dangerous, cold waters in order to reach his next small pool. This game was made within the scope of “failing to succeed” and was a great challenge to take on. This full game is programmed within Construct 3’s free version.
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This project demonstrates my ability to program within Construct 3 as an engine, and do so while staying under the limit that the free edition allows
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Game: Here
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Platform: Construct 3




React Native
This project demonstrates my ability to program in React native to create a full website that can also be exported onto mobile.
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Video: Here
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Platform: React Native


Dungeon Rogue
Dungeon Rogue is a short, 3rd-person game where you play as a small man, Billy, avoiding evil enemies as he traverses through a dangerous dungeon.
This project demonstrates my ability to take programming in Unity (in C#) one step further, and even improve with custom assets
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Video: Here
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Platform: Unity C#




Tiny Tanks
This project demonstrates my ability to program within Unity using C#, and my ability to use the engine as a whole.
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Video: Here
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Platform: Unity C#


Objective 6:
Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.
Project: Katalyst
Project Katalyst is a currently in-progress game I am developing through Tongue-in-Cheek Productions LLC. As both an artist and the current Design Lead on this project, I have had my hands on both physical assets and design behind all major aspects of the game.
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This project represents my ability to take a leadership role in an industry-level project and collaborate with other teams to continue to deliver a high-quality product.
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Platform: Unity, Blender, Substance Painter




Brick by Brick
Brick by Brick was a doomscrolling-themed game made by team 1 of Tongue-in-Cheek Productions LLC. For this game, I worked on the UI, background, and foreground art, as well as the game design. This collaborative project serves as one of my best examples in using a limited color palette in tandem with design to tell a story.
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This project demonstrates my ability to take an art and design role within a small time limit and work well within a team to complete a project in such a short amount of time.
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Itch: Here
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Platforms: Unity, Aseprite




Wrap-It-Up
Made for the 2025 Global Game Jam, Wrap-it-up was one of my most polished Game Jam games that I worked on in a very small team to make. For this project, I did all of the 3D art, game design, and all programming and UI implementation.
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This game jam game represents my ability to work well within a small team to create a highly polished project within the tight confines of a weekend-long jam
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Itch: Here
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Video: Here
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Platforms: Blender, Unreal Engine 5



Ground Up: The UE Starter Kit
Made for my student innovation project, Ground Up: UE Starter Kit was made in collaboration with YouTuber LordKevep to create everything a developer would need to make a 2D or stylized game in Unreal Engine. I personally created all assets for this project aside from Kevep’s pixel-perfect camera shader, and I reformatted all assets to work in tandem. This shader, camera, and model pack is now available on the Fab store.
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This market-ready product demonstrates my ability to work with an industry professional and use their work in tandem with mine to create a tool for designers and artists alike in UE5.
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Video: Here
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Page: Here
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Platform: Unreal Engine 5, Blender​​




John Lemon and the Ghastly Hassle
Made for the Unite the Valley Game Jam, John Lemon and the Ghastly Hassle was a challenge in using pre-existing assets to create an entirely new game. My work on this game was in systems design, level design, art, and camera implementation.
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This project demonstrates my ability to work in a team as a lead design and artist role to create a game within the confines of the asset packs provided.
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Platform: Unity



