Games and tools I've built, with notes on the systems behind them.
12 of 12 projects
A Unity roguelite where the audience climbs over itself to reach you. I built its gameplay architecture and content tools as the sole programmer in a four-person team.
An 8×8 PNG becomes a playable chunk. Underneath Copperfall is a JavaScript engine I built for scenes, collisions, controls, and a world that remembers where you have been.
Hold A to talk, release it for a reply, or open Snake. Brickphone puts an ESP32-S3, a tiny OLED, and a voice assistant inside a brick-shaped handheld.
Share the useful part of a developer setup. Dotdeck gives configuration snippets their own pages, explanations, and discussions.
A vet-clinic sign can change the meaning of a photograph. Crop it out, add a headline, and satisfy a client who already knows which story they want told.
This portfolio runs a live reaction-diffusion simulation behind its writeups, with a single control to pause the ambient effects.
Govern a city of living bubbles, where funding an invention can cost the supplies you need for the next crisis.
This thesis concept proposes a way to trace splits and merges in generated patterns and replay the evidence behind each event.
A late-night misconduct email leads a student back to an AI chat in this interactive story based on the 2026 HEPI and Kortext survey.
The name field starts overwriting its own buttons. In this retro puzzle game, the way forward is to find the mistake and use it.
A top-hatted figure waves from a lamplit writing desk. This Blender diorama uses Rose Pine colours, pixel textures, and reusable props to build a small, crowded study.
You can speed up, but you cannot turn back. Declinant turns a single direction of movement into a timing game beneath a stream of falling shapes.