Small before (bottom) and after (top) image of Level 4.
Most assets have been created and animated by me.
What Remains of Me (Fall 2024)
What Remains of Me is a puzzle game developed by the Game Studio class at Northeastern University. The class itself focuses on simulating a job at a studio. We write QA scripts, schedule our own weekly meetings, use Agile processes, make tasks on Jira, and use story points when we complete them. As of Fall 2024, we have 100 students in our class. I’m a member of the Narrative Discipline and a separate team working on level 4 specifically. The majority of my work is in writing documentation and dialogue. My experience with creative writing definitely came in handy and I left with a lot more knowledge on pixel art and a studio workflow.
Tools: Ink, RenPy, Unity, Jira,
Serenity Quest (Spring 2024)
Serenity Quest is a card game I made with a team of five for Foundations of Game Design. It takes place in a psychiatric hospital where your goal is to balance your cards' effects and not overload any of your five senses. I volunteered for the role of narrative designer and wrote the flavor text on each of the cards. I also wrote and designed the mechanics of the "month cards" which cycle every turn. Documentation for all cards are found here including flavor text on the 3rd line of each card. When I was finished with my narrative work, I also assisted my team members in laminating cards at our makerspace and designing a pitch sheet. All of the images on the pitch sheet are from a final playtest of the game conducted by fellow classmates.
Tools: Procreate, Lamination Machines, Adobe Photoshop (for pitch sheet)

The Myth of Chain (Summer 2023)
The Myth of Chain is a tongue-in-cheek parody of the original Zelda games I developed over the course of 4 days with my team in the Champlain Game Academy. I designed all of the levels seen here and created 3D models for the goblin and tank enemies. I also contributed all of the sound design. This was my first venture into level design, 3D modeling, and sound design.
Unfortunately the sound may be broken in the itch.io version since we had to convert our project to html last-minute, but the stand-alone sound files can be found here. The game itself can be played here.
Tools: Unity, Maya, Blender, Audacity
Escape Room (Winter 2024)
Me and a group of five were tasked to make an escape room for our Foundations of Game Design class. My team came up with the premise where the players were looking for a professor who hurt himself by doing an experimental procedure he found on an obscure forum. Since one of our puzzles involved a computer, I decided to make diegetic drawings that would show up in the forums this professor was on. In the documentation we wrote that the procedure involved ingesting chemicals, spinning around and opening your skull which would allow you to absorb the brain power of others. The image on the left is meant to show that process as a means of visual exposition. I made the image on the bottom to tutorialize the solution to another puzzle that involved mixing together the same concoction the professor took to restore him. Design Documentation including notes and descriptions of puzzles can be found here.
Tools: Procreate
Recoil (Summer 2023)
Recoil holds an special place in my heart as my first collaborative game dev experience. As participants in the Northeastern pre-college VR game design program, we were tasked with storyboarding and developing a small VR game in 2 weeks. In a group of 4, we designed an adventure, shooter, and platformer game that centered around a "Power-Gun" (shown here in a test level) that used the recoil from a gunshot to propel the player into the air. I was assigned to design and test the shooting range seen here, develop the branching story, and debug parts of the recoil system.
Tools: Unity, Padlet
Settlers of Hex (Winter 2022)
My High School offered its students an annual "project week" where we reached out to professionals in a desired industry and worked with them on a project/internship for a week. I reached out to Lior Sabag, the co-founder of MagicYard to learn about making game design documents. I collaborated with him virtually over the course of a week to make that document, and I made assets for cards outside of meetings. This was my very first venture into making rules for a board game, so I started with fairly basic rules and created a new character for every application of mechanics I could think of. I used this document every time I would test the game at home using cards from games I already had.
Tools: Procreate (asset creation)
Lego for Motivation (Winter 2022)
A game teaching two motivation theories (expectancy and equity theory) for a college level Organizational Behavior course. Game design document can be seen here.

Flow (Fall 2024)
Flow is a puzzle game about applying the principles of Feng Shui to organize a room. I worked on this game in a group of four as part of our final submission for our Interface for Games class. I used my experience of Blender from previous game jams and summer camps to create all the 3D models seen in the game. I also used my knowledge of Procreate to make the background image seen in the main menu. All the sounds heard in the game were additionally chosen from public sources and edited by me using After Effects. The most impactful experience I took from this particular project was when we playtested it. We did 15+ interviews with playtesters over a relatively short period and I made sure to apply all of the feedback we got. In the end all those playtests served to make a game I'm very proud of.
The full demo can be found here.
Tools: Blender, Procreate, After Effects, Unity, Trello, Miro