Overview

I love creating games and learning about them! I enjoy spending time trying to improve my knowledge of games and their creation from many different directions, and enjoy participating in game jams and working on longer form side-projects. Below you will find some of my projects along with video playthroughs and download links. Especially with the game jams, bugs are to be expected due to the tight time restrictions, apologies!


Volunteering - CMGG

2022 - Ongoing

I love mentoring and helping new developers grow! As a part of this, I’ve been volunteering online with Cal Marginalized Genders in Gaming for a few years. This includes speaking at panels, helping teams at game jams, and a yearly 1 on 1 mentorship with a student!


Misc Art

Ongoing

I enjoy exploring 3D art, animation, and VFX! Here’s some misc art from classes or older personal explorations :)


BōBL

January 2025

A cute idle-clicker type game for Global Game Jam 2025. A friend programmed and designed the idle score loop, including a fun “Mutation” ability. Hang out with your BōBL friends! I am most proud of the animated BōBL blob guys, as I had never done pixel animation before.

Contributions: All Art, UI, VFX, etc. Some extra features like BōBL names and Mutation size/color changes.

Controls: Click active BōBLs to gain Buble — they also gain it passively due to their inherent happiness. Hover over BōBL to see upgrades & mutations. Click an upgrade button then click a BōBL to upgrade!


Blood Dungeon

January 2021

A small art piece created for Global Game Jam 2021. Blood Dungeon is more of a small collection of assets made over the jam rather than a game. Still, I enjoyed practicing and learning!

Contributions: All art

Controls: WASD


Cubo

January 2020

Created for Global Game Jam 2020. Cubo is an isometric real time strategy game. Players create and control cubes to make money and create and repair turrets to defend their bases from attack. Quick and precise decision making is necessary to keep up your defense while pursuing the ultimate goal of feeding enough cubes to the negacube!

Contributions: All non-enemy logic script. Co-designed the systems and tuning. Created art, animation, VFX, and UI.

Controls: In game


SkeleGuy Goes Home

January 2019

Created for Global Game Jam 2019. In SkeleGuy Goes Home, players control a skeleton in isometric combat against spooky bats, eyeballs, and demons. Players that find all 8 secret locations get a bonus at the end (just a silly picture). I am proud of the cohesive look and feel of the game given the tight time restrictions, we had a lot of fun as a trio on this one!

Contributions: level design, art, animation, and VFX

Controls: WASD/Joystick to move, o key / X to dash, p key / Circle to attack



Andromeda

May 2018 - August 2018

Created during free time after leaving Bungie, Andromeda was the beginnings of a project inspired by Titanfall 2's fluid movement. My focus was on fluid and intuitive character movement dynamics. Work on this project stopped once I accepted a game design position at Respawn, as I worried the Titanfall style of it would be a conflict of interest once I had access to the actual source of the game.

Contributions: I created this demo solo with the exception of music and sfx.

Controls: In game top-right of HUD


Fruity Facts

April 2018

Created for Ludum Dare 41, Fruity Facts is a top down shooter where you fight fruit and learn fun fruity facts! I am most proud of the consistent art style and having three enemy varieties considering the time limit.

Contributions: I built this game solo in 72 hours, creating everything but the music assets.

Controls: WASD to move, click to shoot


Gear Five

January 2018

Created for Global Game Jam 2018, Gear Five is a high speed vehicle game where players shift gears to trade between speed and maneuverability.

Contributions: I worked with a musician on this game who created the soundtrack and sfx, and we created Gear Five in 48 hours. I am most proud of our cooperation making the feature where colors of the game change and pulse in sync with the music.

Controls: A/D to steer, arrow keys up/down to shift


Fatal System Error

May 2017

Created for Ludum Dare 38, Fatal System Error is an FPS where players dash and jump around avoiding enemies and swapping weapons. I am most proud of the flow of swapping between two weapon modes which are more effective against different enemies.

Contributions: I built this game solo in 72 hours, creating everything but the music and sfx.

Controls: Tutorial in game, warning: difficulty is overtuned, game is quite tough!


Clockwork

January 2017

Created for Global Game Jam 2017, Clockwork is a time trial game focused around movement. I am most proud of our ability to create a wallrunning controller in such a short time period. I enjoyed playing with this movement concept enough to revisit the idea as I began work on Andromeda.

Contributions: Art and level layout for the game. Helped program and tune the character movement.

Controls: WASD to move, space to jump, c to slide/dive, click on red targets


Vessel

January 2016

Created for Global Game Jam 2016, Vessel is a stealth game set on an abandoned battleship. Players must loop through the map turning key valves 3 times, with each loop getting harder with more enemies. I am most proud of my ability to create a modular kit and build the level in the short 48 hour window.

Contributions: I created a modular art kit and built the level for the game, and assisted with minor programming tasks.

Controls: WASD to move, click to interact


Rancora

January 2015

Created for Global Game Jam 2015, Rancora is a horror game based around the idea that information is the only thing limiting a players completion of the game. As a player runs through the game, they must deduce that things are not entirely as they seem. I am most proud of the "move through a door that is only there when you look at it" idea at the end of the game, where the game’s restriction is knowledge rather than a key.

Contributions: Level layout using a purchased modular asset kit, assisted with programming, writing.

Controls: WASD to move, E or click to interact, enter to enter code into numpad


Decay

October 2014

Created for an MIT Maker Faire, Decay is a game where players progress through a section of abandoned city fighting off slow moving zombies. I was focused on level design for this project, trying to lay out the level to have a cinematic type feel with "screenshot worthy" vista moments.

Contributions: I worked on this project solo for one week, using art and sound assets from an asset store.

Controls: WASD to move, R to reload, click to shoot


Pulsar

January 2014

Created for an arcade jam, Pulsar is a game designed specifically for an arcade cabinet currently located in the MIT Media Lab. The game has up to two players flying ships and attempting to lure colored enemies into similarly colored planets which pulse along different rhythms according tothe music.

Contributions: I created most of the art assets, programmed, and co-designed the game in short stints over a couple of weeks.

Controls: 1 or 2 to select # players, WASD to fly


Proceed

January 2014

Created for Global Game Jam 2014, Proceed is a horror game about subverting the preconceived notions of a typical video game player. I am most proud of the non-euclidean nature of the level.

Contributions: I programmed and did the level design for the game, as well as contributing some 3D art assets. This was a 48 hour jam, and my first ever game jam!

Controls: WASD to move, E to interact