Past Games
Templar
3/2022-5/2022
I served as this project’s director and designer. The player is made to feel empowered through their speed and power. The ability to jump using the shotgun was intended for players to use for movement as much as it was intended for combat. The enemies were designed to serve as roadblocks that the player could blast through or run past with proper timing.
ScimiTower
9/2022-12/2022
For this project, I served as a programmer and producer. I worked a lot with scriptable objects. I was tasked with creating an inventory to store them in between scenes and randomly instantiating them after battles. I also programmed the map scene.
The Alchemist's Ascension
9/2022-5/2023
On this project, I served as the head combat designer and programmer. I build and designed all aspects of combat in this project, from the state machine that controls the flow of battle, to the enemies and their abilities,
Diagrams
These diagrams were constructed to assist with the development of ScimiTower.