Aphonia: Face the Gauntlet
As part of my Senior Capstone project at George Mason University, led by producer Hayden Postin, I contributed to the making of this two-semester project as an assistant programmer and UI designer. Aphonia is a roguelike action role-playing game following a young girl named Celestia who gets teleported to a strange place and must navigate through a mysterious forest and overcome adversaries to overcome this time-based adventure. As a programmer, I worked on making the battle system mechanic and the UI menus and opening cutscene. Collaborating with my fellow teammates, we aimed to create a unique and fun take on the RPG genre and premiered at the Mason Senior Expo to a positive reaction.
Time Bound
As part of my 410 class semester class at George Mason University, led by Robbie Dieterich, I contributed to the development of Time Bound, a Contra-inspired run-and-gun game with a unique George Mason University theme. On the programming team, I worked on various tasks, including weapon mechanics, audio implementation, UI design, and playtesting/debugging. Collaborating with my fellow classmates, we aimed to create a nostalgic yet fresh gaming experience. Through extensive playtesting, we ensured smooth gameplay and enhanced overall performance.
Nyx: Freedom Quest
In the summer of 2023, I was honored to work for a small indie company named InOs Studios on their first-ever project, Nyx: Freedom Quest, as a gameplay programmer in Unreal Engine 5. Inspired by games like Stray, White Shadows, and Inside, you play as a cat named Nyx as she embarks on a journey through a world overshadowed by cruelty and despair, as Nyx seeks to find her freedom and save her fellow feline friends from a bleak existence. As a gameplay programmer, it was a collaborative effort across various talented individuals around the world from the home to bring the concept to life and help make the basic mechanics of movement and more.
Otis and the Elements
In this final project, collaborated with a team to develop a 2D scrolling Metroidvania-style platformer, demonstrating the ability to work effectively in a group setting. Notably, the art style is adopted, reminiscent of "Hollow Knight," achieving this without the use of pixel sprites.
As a key contributor to the project's visual elements, I took on the responsibility of designing the game's enemies, crafting the main hero character, and meticulously creating all associated animations. These artistic endeavors were skillfully executed using Adobe Illustrator, a testament to the proficiency with design software.
Despite the challenges presented by the project, which included time constraints and moments of frustration, everyone expressed their satisfaction with the final product. The group particularly took pride in the quality and fluidity of the animations, showcasing their dedication to delivering a polished gaming experience.
Black Moon
In this 2D Adventure project, the task of developing an adventure game encompassing two distinct levels. These levels were designed with clear objectives for the player to achieve by reaching the end, but they also posed numerous challenges in the form of obstacles and adversaries that followed predefined paths. In addition to the gameplay elements, the project featured both victory and defeat sound effects, which contributed to the overall gaming experience.
While time constraints limited my ability to create extensive artwork, I did craft the hero sprite itself. Furthermore, I took on the responsibility of composing the game's music and designing the logo, showcasing the multifaceted skill set in game development.
Hidden Gem
In this particular project, I undertook the creation of a straightforward yet engaging catch game. While the game's concept was relatively uncomplicated, the challenge lay in implementing a time limit, which was successfully achieved.
Despite the game's simplicity, it takes great pride in its creation, recognizing that a project need not be elaborate to be personally rewarding. The pixel art, a vital aspect of the game's visual appeal, was meticulously crafted using the accessible tools of Microsoft Paint, with additional sketches to enhance its charm. Moreover, the game's auditory dimension was enriched through the inclusion of sound effects sourced from BTXR.