Programming & Development

I primarily focus on programming features within the games I develop when collaborating with a team or alone. Together, we work on projects that must meet specific quality standards to receive positive evaluations from clients. Below, you can find examples of projects where I have demonstrated my skills!

Rapid prototype:
2 days

This project was developed using the SunnyLands asset pack as part of an elective that was essentially a small GameJam.

The theme for the GameJam was “You HAD one button.” My interpretation of the theme was to start with levels that required only a single button to open the house, but in the final level, there were a total of five buttons before the house would open.

SOLO

Year 2: 16 weeks

This project was created for a client, the local library. The client wanted to gamify a book, this book was about two boys that want to organise a winter festival with games to play and hot choco to drink.

My contribution to this project has been the coding and animating of the stand “games”, serving hot choco and pancakes, ice skating minigame. I have implemented the animation of the player and npc’s, level design and testing.

TEAM

Year 2: 8 weeks

For Room Remix, I collaborated with a team of five to bring the idea of pre-visualizing your home layout to life. The concept allowed users to select a room, choose a furniture style, and spawn pieces to arrange in their desired spots. Once all the furniture was placed, users moved on to the next objective: using a color picker to throw balls at furniture pieces in a mini-game to color them.

In this project, I worked on the programming team, focusing on the functionality and design of the UI while ensuring that all elements were fully interactive. I was also responsible for implementing the spawning system for all objects across various categories and styles, ensuring that each item could be selected and placed seamlessly within the virtual environment.

One challenge I faced was the unstable and slow connection between the Pico VR headset and the laptop, which occasionally caused interruptions. Despite this, it was an incredible experience working with a VR setup, and I thoroughly enjoyed the project.

TEAM

First time multiplayer

With help from

The problems I’ve ran into were networking related, what should be visible to all players and what should only be client side. I’ve tested a lot with friends and family to get this fixed.

SOLO

Year 2: 2 days

During a small school Game Jam, I repurposed a previously created Networking Shooter into a room-painting game with combat mechanics. The concept was simple: players use a paintball gun to color the environment, aiming to survive and cover the most area in paint while having fun in the process.

SOLO

Year 2: 8 weeks

In Trucking Burgers, you play as a character striving to sell burgers to the community and earn money. Your task is to grab a burger patty, cook it on both sides, add a bun, and voilà—a delicious burger ready to serve!

The most challenging aspect was programming the burger to cook on both sides. I used triggers to handle this mechanic, but encountered an issue where the burger would continue cooking even when it was no longer on the grill. Looking back, I realize I could have implemented a better solution with the knowledge I’ve gained since completing the game.

SOLO

Year 1: 16 weeks

For this Year 1 project, our team had 16 weeks to develop a game with a specific client in mind. I was responsible for all the coding, except for implementing the scene restart functionality. One of the highlights for me was designing and testing the controller functionality. I also enjoyed working with the AI agent, creating a simple yet effective dialogue system, even though it required time and adjustments to align with the desired experience of the game.

In the end, I am extremely proud of the final result. The greatest accomplishment was achieving the intended emotional connection, allowing players to experience and empathize with the feelings that some immigrants go through. This sense of relatability was a significant milestone in the project.

TEAM

Complete playthrough

Warehouse

To see the result of what I created for this project, check out the Youtube playlist:

Year 1: 8 weeks

In this project, my contributions focused on coding the movement, interactions, dialogue system, and mini-games. For the movement and interaction, I followed a tutorial, as I did for the dialogue system. However, the mini-games were entirely created by me.

The most challenging part of this project was working with GameMaker Studio 2, as it introduced me to a completely new coding language. But, I was able to grasp the basics within a week, enabling me to implement simple features and make the project playable. Experimenting with a new game engine was both challenging and rewarding, and it was exciting to see the game come together in the end.

TEAM

Gameplay

Puzzles

Click the right object
Mouse maze

Just Not Zelda

This “copy” of Zelda was created while following a tutorial from

This project was my very first mobile export, some features are not working because I lost this project and have stopped the development.

This project helped me expand the passion for the game development!

SOLO

Basic parkour collection game

This was my second attempt at creating a game. This time, I designed a first-person parkour game where players must collect balls to unlock the entrance to the next level.

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First ever completed game

This project is something I worked on a few years ago. I started it when I was 15 and completed it at 16, during 2019-2020, after I had already gained some baisc skills. My journey began in 2017 with Unity 5.X, which sparked my interest in programming and development.

Before discovering Unity, I followed a book on creating a HTML game, which started my passion for game development. This project marked an important step in my first steps as a developer.

SOLO