This gallery showcases a diverse collection of game development projects and technical prototypes, ranging from immersive open-world RPG systems and survival horror cinematics to modular developer tools and reactive AI frameworks built in Unreal Engine.
An atmospheric, first-person horror and stealth experience built solo over 15 months. Inspired by classic film and survival horror like Halloween and Resident Evil 7, the game swaps run-and-gun action for tactile physical interactions, stealth, and environmental storytelling. Demonstrates end-to-end expertise across programming, custom animation, 2D art, sound design, and database integration.
Born out of a lifelong passion for classic horror cinema and survival horror games, Freak Accident is a first-person stealth and survival horror game set on a desolate, haunted farmstead.
Rather than leaning on heavy combat, the project prioritizes tension, atmospheric dread, and grounded physical realism. Players must rely on silence, environmental awareness, and tactile object manipulation to survive as they unearth a grim story about the killer and their past victims through haunting supernatural encounters.
This project represents a major personal milestone: bringing a complete, polished demo to Steam as a solo developer while managing the entire multi-disciplinary pipeline from initial concept to public release.
Original Voice Acting: Performed and produced the main character’s voice lines, bringing grounded emotional weight and immediate presence to the protagonist.
Immersive Soundscapes: Curated and mixed spatialized audio to communicate enemy proximity, footsteps, and environmental cues vital to stealth gameplay.
This project represents a sophisticated development journey focused on high-performance architecture, clean code patterns, and deep gameplay systems. Driven by a passion for technical excellence and robust game design, this atmospheric, system-driven dungeon crawler was built entirely in Unity to explore advanced programming frameworks and modular software design.
Drawing inspiration from classic, high-stakes tactical dungeon crawlers and the tense progression of roguelikes, this project serves as a live, production-grade architecture playground to implement, test, and break complex game mechanics. The active alpha build is hosted on itch.io, inviting users to playtest the gameplay loops and push the underlying systems to their limits during development.
Systems Programming & Architecture: Formulated decoupled, object-oriented pipelines using the polymorphic State Pattern for adaptive AI behaviors and ScriptableObjects for data-driven level ecosystems.
Memory & Performance Optimization: Engineered a custom SpawnPoolManager object pooling framework to eliminate CPU spikes and runtime Garbage Collection (GC) stutter by dynamically caching and recycling enemy memory queues.
Gameplay & Mathematics Engineering: Implemented strict vector math for 90-degree peripheral visibility checks, height-corrected physics raycast occlusion tracing, and spatial placement algorithms to prevent AI pathfinding issues.
Level & Render Pipeline Design: Designed a procedural 25-room map assembly engine, contextual real-time dialogue bark UI systems, and optimized atmospheric distance fog capped strictly to 15 units for exploration tension.
To see how these systems were designed and built from scratch, follow my dev logs, where I break down the entire architectural and development journey.
This project represents a significant six-month development journey and stands as one of my most passionate works to date. Driven by a personal love for highly immersive RPGs, this open-world prototype was built entirely in Unreal Engine to explore deep player engagement.
Drawing inspiration from the vast exploration of Skyrim and the dense environmental storytelling of Fallout 4, this project serves as a comprehensive showcase of my end-to-end development capabilities.
Programming & Logic: Built using Unreal Blueprints, featuring a modular quest and inventory system.
Game Design: Level design focused on player agency, open-world exploration, and dynamic animal AI.
3D Art & Environment: Created custom high-fidelity assets and optimized environmental layouts for an immersive atmosphere.
2D Art & UI: Designed and implemented a functional HUD and menu system inspired by classic RPG aesthetics.
This video documents the public showcase of a collaborative student project featured at PAX Melbourne Game Expo in 2025 and 2026.
As the project lead, I managed the student groups through a rapid development pipeline, moving from concept to a polished, “convention-ready” build.It serves as a demonstration of the game’s “vertical slice,” highlighting the core loop and polished mechanics presented to a live audience.
Production & Polish: Finalized a stable, bug-free build suitable for public demonstration and industry feedback.
Core Gameplay Loop: Refined the primary mechanics to ensure a balanced and engaging player experience within a demo timeframe.
Public Presentation: Acted as a technical representative to communicate development processes and project goals to the public.
Cross-Platform UI: Designed and implemented responsive interface elements capable of supporting multiple input methods.
This project is a technical demonstration of a localized strategy game built in Unreal Engine. The centerpiece is a Battering Ram AI logic, where multiple AI-driven characters coordinate to operate a physics-based siege engine.
This project highlights my ability to create complex, goal-oriented AI systems and polished gameplay mechanics within Unreal Engine.
Programming & Logic: Developed a custom projectile system featuring a dynamic camera follow for archery arrows and an automated “nearest bone” attachment logic for realistic impact.
AI Wave Logic: Engineered dynamic enemy pathfinding and spawning systems that scale in difficulty across multiple rounds.
UI/UX Design: Implemented a functional resource management HUD and build-menu system tailored for strategy gameplay.
Optimization: Managed high actor counts through optimized draw calls and efficient Blueprint logic to maintain performance.