Projects
Mini Moons
Solo player board game about space exploration and cat rescue.
Role: Illustrator, co-designer
Created all art assets for the game and promotional materials.
Refined mechanics, balanced gameplay, and integrated feedback from playtesters.
Successfully funded on Kickstarter and now in final production stages.
Dicey Demons
Dice-rolling game combining board game-style bag-building with auto-battling mechanics..
Role: Programmer
Built the battle system, including:
- Handling random dice rolls and linking them to corresponding monsters.
- Developing logic for monster positioning, attack order, and damage tracking.
Created the core gameplay mechanics that determine battle outcomes.
Whiskers in the Dark
Atmospheric stealth-platformer about a cat navigating a dark subway while avoiding a mysterious creature.
Role: Artist
I was the sole artist working on this game. This included:
Designed and animated the cat character.
Created all background visuals and the end cutscene.
Collaborated with the shader programmer to achieve dynamic lighting effects.
Constellation Courier
Chill space exploration game focused on storytelling and connecting alien creatures.
Role: Writer, Programmer
Crafted the narrative and wrote all character dialogue.
Implemented dialogue systems and managed state for the game’s non-linear story structure.
What Must Be Done
Fast-paced rogue-lite-lite game featuring monster battles and weapon upgrades.
Role: Artist
Designed all visuals and animations, bringing the game’s energetic tone to life.
For Whom the Bell Tolls
Point-and-click escape room experience set in a mysterious facility.
Role: Artist
Created all game art assets.
Explored new artistic techniques outside of pixel art and traditional styles, gaining valuable experience under time constraints.
Hyper Thunder Run: 198X
Endless runner game released on Android and iOS.
Role: Producer, Programmer
Managed scope and timelines to ensure on-time delivery, including polish and launch.
Bridged the gap between art and engineering, ensuring graphics didn’t impede performance in this fast-paced 3D mobile game.
Developed tools to optimize workflows:
Built a level prototyping tool for designers to quickly test layouts.
Created systems for automatic collectible placement and obstacle spacing.