Professional work
Spacelines from the Far Out is a roguelite co-op management game set in space about managing airlines.
The game includes unlockable spaceships, upgrades, characters, and customizations, along with randomly-generated challenges, trips, and itineraries, all presented with a distinctive 60s space-age style and jazz soundtrack.
It offers both online and local multiplayer modes and is available on Steam and Xbox Game Pass.
My contributions to the game included:
Personal work
Hexis is a Tetris clone for the Game Boy Advance, showcasing a full suite of classic features such as piece hold and preview of upcoming pieces.
Developed entirely in ARM assembly, Hexis directly utilizes the console's hardware with no libraries or frameworks.
Game Jam work
Buzzfall is an NES (Nintendo Entertainment System) game developed in pure 6502 assembly during a week-long game jam.
Inspired by Towerfall, it features two-player combat where each player has a limited supply of arrows. Players can wall-jump and retrieve arrows from walls or the ground.
Personal work
A raycasting engine inspired by the technique used in Wolfenstein 3D, featuring floor and ceiling textures.
This project also served as a platform for exploring threading, where each frame is divided into columns processed by separate threads.
Developed in C using SDL2.
Game Jam work
Lumos is a Game Boy Advance game created in 24 hours during the Meeting Game Jam.
This 2D adventure game allows you to charge your mana by absorbing the flames from candles, which you then use to cast spells and defeat monsters.
Academic work
Inkrivel is an online multiplayer paint shooter game where teams compete to cover the most area of the map with their color.
The game offers both server software and a client with a lobby system, enabling players to join and organize matches.
Built on a completely custom engine, Inkrivel utilizes SDL2 and OpenGL for graphics rendering and Linux syscalls for client-server communication.
Personal work
Medieval Defense is a competitive tower-defense game where you can spend money to buy towers for protection or monsters to attack your opponent.
Designed for the Nintendo DS, each screen displays one player's battlefield. The game also includes a server to enable online play.
Personal work
A clone of the BBTan mobile game, developed in Rust using SDL2.
In this game, you shoot balls at a field of blocks, similar to Breakout. Each block requires multiple hits to break, with the difficulty increasing as the number of required hits rises.
Game Jam work
A prototype multiplayer FPS shooter developed from scratch for a game jam with the theme "games under a megabyte."
Built using C, OpenGL, and Linux networking syscalls, this project goal was efficient programming and resource management to fit within the size constraint.