Ritual Static

  • Notable Accomplishment: Solo developed and released a well-received indie horror game, created and utilized a custom quest creation tool to script over 30 unique envrionmental interactions.

  • Engine: Unity

  • Production Time: 14 Months

  • Roles: Technical/Narrative Designer, Engineer

  • Link to Steam Wishlist: Ritual Static on Steam

  • Achievements: 100% Positive Steam reviews, over 500k views on Youtube, over 500 copies sold ( ~2k net revenue)

Ritual Static is a surreal first-person horror photography game focusing on atmospheric exploration and experimental storytelling. Accomplishments include designing engaging level spaces with Unity’s probuilder toolset and scripting over 30 unique environmental interactions with C#.

Visage Green

  • Notable Accomplishment: Designed and implemented an acrobatic first-person shooter combat system using C#.

  • TeamSize: 2

  • Engine: Unity

  • Production Time: 10 weeks

  • Roles: Technical/Systems Designer, Gameplay Engineer

  • Link to Playable Game: Visage Green on Itch.io

Visage Green is a fast-paced action arena shooter in a vicious cyberpunk setting. Accomplishments include using C# to quickly iterate on combat systems and implementing a “frenzy” meter mechanic that emphasizes alternating phases of player vulnerability and aggression.

Ritual Fantasy

  • Notable Accomplishment: Designed and implemented a modular dual-hand weapon system using C#.

  • TeamSize: Solo

  • Engine: Unity

  • Production Time: 12 weeks

  • Roles: Technical/Systems Designer, Gameplay Engineer, Rigger/Animator

  • Link to Playable Game: Ritual Fantasy on itch.io

Ritual Fantasy is a dungeon-crawling survival-horror RPG that takes place in an original dark fantasy setting. Accomplishments include implementing a modular dual-hand weapon system that allows players to experiment with varied builds and balancing weapon durability to create an atmosphere of tense immersion.

House of Vampires

  • Notable Accomplishment: Designed and implemented a dynamic limb-cutting mechanic using C++ and Unreal blueprints.

  • Team Size: 8

  • Engine: Unreal Engine 5

  • Production Time: 4 weeks

  • Roles: Technical/Systems Designer, Gameplay Engineer

  • Link to Playable Game: House of Vampires on itch.io

House of Vampires is a survivial horror puzzle experience that tasks players with escaping Dracula’s castle. Accomplishments include designing and implementing a dynamic limb-cutting mechanic and prototyping key puzzle systems such as weighted plates and throwable objects.