

Game Programming
Objective 1:
Demonstrate and communicate aesthetic skills and choices based on traditional art theory, current game development practices and next-generation research.
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

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
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.


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.




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.

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Objective 2:
Demonstrate and communicate aesthetic skills and choices based on traditional art theory, current game development practices and next-generation research.
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

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
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 shop ui, a start menu and scene, as well as a game over screen.


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.




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

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Objective 3:
Demonstrate a cross-section of baseline skills needed to create 2D and 3D art, textures and animation assets utilizing industry standard software tools.
Tiny Tanks
Magman

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Dungeon Rogue
Magman


Axis Software Urban Server
Axis Software Urban Server is a Frutiger Aero-themed level that takes place on a giant computer motherboard. This level serves as a playground for the player, themed around the open-ended exploration and progression inspired by Risk of Rain 2’s levels. The enemies spawned are from an array created on level entry, and all are added to a list in-engine to keep track.




Objective 4:
Demonstrate the ability to build industry-quality game assets specializing in specific 2D and/or 3D art and/or animations utilizing industry-standard software tools, pipelines and platform guidelines.
Ground Up: The UE Starter Kit
Made for my student innovation project, Ground Up: UE Starter Kit was made to create everything a developer would need to make a 2D or stylized game in Unreal engine. This plug-in was made to solve a large issue that a lot of developers face when trying to make a stylized game within the confines of Unreal Engine: this being that everything will always feel like it’s in Unreal. This pack of stylized assets, shaders, and filters lets designers produce games in Unreal in heavily stylized ways, and even supports the framework for 2D style games.

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Weapon Input/Output
Magman


Node 1
Magman




Node 2
Magman

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Node 3
Magman


Magman
Magman




Objective 5:
Adapt, export, integrate, and optimize game art and animation assets (including shaders and lighting) into 2D and 3D game projects working within a production pipeline and the confines of a project’s game engine, tools and other constraints.
Ouroboros Protocol
Magman

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
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.


React Native
Magman




Dungeon Rogue
Magman

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
Tiny Tanks
Magman


Python Project
Magman




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

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
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.


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.




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!

The very final, now varnished version of the 32x32 Skull and lily painting.

The very final, now varnished version of the 32x32 Skull and lily painting.
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.

