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MicroMurder
A microgame package themed around murder that I made as part of a team project at SAE. I worked on this project with Dickson Hee, Rhys Veale-Chan and Robert Craig. I used my programming and design skills to make the game and my communication and team work skills to work effectively in a team environment. For this project my process is I started with placeholder assets to get the neccessary basic mechanics completed so the game is playable. Then I swap out the placeholder assets for shippable assets and the microgame should then be done.

Poorly Planned Farms
An arcade rail shooter game developed during my third trimester at SAE. It was made for the SAE arcade machine in Unreal Engine over a period of five weeks in a team of seven. I worked on this project with Rowan Koch, Elizabeth O'Connor, Mitchell Heath, Ryan Vigus, Jarrad Zuks and Jason Mckay. For this project I was a programmer and a level designer. My duties consisted of programming the interactables to give points, take points and stun and I also made one of the level chunks.

Burden of Bravery
A VR fantasy-horror game developed for the Oculus MetaQuest 2 in Unity during my third trimester at SAE. It took six weeks to make and I was in a team of thirteen. My fellow teammates were Rowan Koch, Dickson Hee, Mitchell Heath, Jason Mckay, Rhys Veale-Chan, Ryan Vigus, Michael Sloan, Thomas Lorenti, Jarrad Zuks, Liz Glass, Patrick Gage and Andy Lao. For this project I was the programmer of the third level, the puzzle room. I was in a subteam with Patrick and Andy to do this level. My duties were to program the the player's interactions in that room, which were the totems and the banner. The torch interaction was done by another subteam that had torches in their level.
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