
Paraclysm
A top-down roguelite action RPG
Designed and implemented a modular ability system that lets players assemble targeting logic and gameplay effects into custom abilities.
A collection of game projects, gameplay systems, prototypes, and smaller experiments.
A solo project demonstrating a manager-based Blueprint architecture
A solo technical project focused on demonstrating the use of manager Blueprints to organize and coordinate gameplay systems.
A solo prototype recreating the synthesis system from Atelier Ryza
A focused systems prototype that began as a small game-jam assignment and was developed around recreating Atelier Ryza's synthesis mechanics.
A small game-jam puzzle built around switching viewpoints
A small puzzle prototype where the player switches the camera between different locations and interacts with the environment to solve the level.
A small gameplay experiment focused on collision handling
A small gameplay exercise inspired by Battlefield 1's bayonet charge, focused primarily on collision-box behavior.