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.