Labyrinth Procedural Dungeon Generator
The Labyrinth is an interconnected procedural dungeon generation algorithm built in Unity/C# that creates seamlessly joined, thematically distinct 3D areas without loading screens.
Games and prototypes I've built — from shipped releases to experiments still in progress. Each one breaks down the systems behind it, the role I played, and what I learned along the way.
The Labyrinth is an interconnected procedural dungeon generation algorithm built in Unity/C# that creates seamlessly joined, thematically distinct 3D areas without loading screens.
A 2D arcade-style co-op farming game made in Unity/C# using Netcode for GameObjects and Steamworks Facepunch. Players plant crops, build defenses, and explore a procedurally generated landscape. Made with Spring Rolls Studio, it has 400+ wishlists and won Best Presentation at the Kaedim Indie Showcase at GDC.
Developed for Enterprise Technology, this virtual reality career explorer targets primary and middle school students. It features a variety of minigames exploring careers like pharmacology, manufacturing, forensic science and more. I solely created the pharmacy, manufacturing, and urban planning minigames.
Developed for the Video Game Development Club's 2023-24 session, this game tells a comedic and heartwarming story of a lowly guard challenging a galactic empire. Players journey through three diverse levels with dynamic objectives and challenging boss fights, with a full animated dialogue system, weapon and ability inventory, and varied enemy behaviors.
First built in 72 hours with a small team for Ludum Dare Game Jam #50, then extended into a Unity build for iOS and Android. The player is doomed to make meals for demons in Hell's most treacherous kitchen. I implemented the crafting system, interactive UI, leaderboard, cutscenes, and level progression.
Developed for the Video Game Development Club's summer session, this game challenges players to survive endless waves of enemies in pursuit of a high score. Inspired by Galaga, Defender (1981), and Space Invaders, it features an ability system, dynamic progression, reactive UI, vibrant effects, and varied enemy behaviors.

A group project for a game development class using the GameMaker engine. The goal was to simulate a professional studio environment, complete with deadlines, check-ups, peer evaluations, design documentation, and presentations. I served as the group leader and gameplay programmer.

Developed with a colleague for Ludum Dare Game Jam #49, this game features AI with A* pathfinding, a dynamic NPC scheduling system, a day and night cycle, and an inventory system. All assets and artwork are my own.