Game Design
Game Programming
Game Art
A supermutt is a kind of dog that inherits DNA from a wide range of different breeds and ends up creating something entirely unique.
To me, this is the epitome of game design - being able to pull inspiration from far and wide to create something one-of-a-kind.
While I consider myself a game designer first and foremost, I pride myself on developing a wide range of skills, including programming, pixel art, hand drawn art, and a bit of 3D modeling. A supermutt doesn’t limit themselves to being a hunter or a herder or a house pet. They’re the ultimate hybrid. And I believe that being a flexible game designer is how I can best help create original games.

Playable Demos
Speed Of Extinction
Overview: A 2D precision platformer with a “Push Forward” design philosophy, where the player is encouraged to quickly race to the end of each level, chaining their dash ability along the way to rack up massive combos, all in an effort to earn the best grade possible.
Narrative: The player is a newborn species created by an unknown civilization. This new species is put to the test in a series of trials to see if it is worthy of life. However, this unknown, all-powerful civilization has a different agenda as part of these tests - to see if this new species is worthy of becoming their next war machine.
Mechanics: The player can run, jump, and dash. Each time the player dashes, they incur a short cooldown, however, if they dash through an enemy, the dash is instantly reset. Enemies vary from simple ranged enemies, to more complex shield enemies that must be hit in a weak spot. The grading system rewards players who quickly chain their dashes together to maintain a high amount of momentum and finish levels quickly. The more the player can chain together their dash, the higher their combo meter rises, which also helps the player achieve a higher grade.
Key Challenges: A majority of the game’s assets come from asset packs. In order to make all the assets feel cohesive, I recolored, scaled, and manipulated each of them in Photoshop. Additionally, I used Unity Shader Graph to create an outline effect on the player and enemy sprites to help them standout among a sea of similarly colored assets. I also leveraged Unity Post Processing effects to create clean distinction between foreground, midground, and background, and help further player readability.
My Role
Mechanic Design
Narrative Design
Game Programming
Custom Physics
Level Design
Game Feel
Asset Pack Cohesion
Tools Used
Unity 6
Visual Studio
C#
Adobe Photoshop
Unity Post Processing
Unity Shader Graph
Total team size: 2 people

Game Jams
Escape Velocity
Theme: The Score Space Game Jam was a 72 hour long game jam, where participants were challenged to come up with a game that used a leaderboard and fit the theme of “Escape”.
Concept: The player gets to build a spaceship of their own, balancing various attributes in an attempt to make a ship that’s fast enough to outrun the “Galaxy Plague”. An online leaderboard powered by LootLocker is available for players to compare scores and see who was able to outrun the Galaxy Plague the longest.
Mechanics: The player can drag and drop parts from a pool of randomly generated parts onto their ship. It’s up to them to assemble the perfect ship that balances fuel, speed, maneuverability, and offensive firepower all while balancing a budget that depletes when they drag and drop a part. When they launch their ship, they must outrun the “Galaxy Plague” for as long as they can by dodging (or destroying) asteroids, and taking time to land on fueling stations to refuel. The longer they last, the higher the score they receive, which they can then post to an online leaderboard.
Key Challenges: The shipbuilder interface required a mix of clean code architecture and manipulation of triggers to help create a snappy, free-flowing building experience. We created a special Prefab that functioned as each part’s connector. The connector prefab had a collider that detected when it was close to another connector. When triggered, we’d instantiate a separate “Preview” prefab that would show the placement of the piece. We also had a Singleton player script that kept track of all the connected pieces. When the player wanted to delete a piece from the ship, we’d use a depth-first search algorithm to make sure the deleted piece wouldn’t leave any “dangling parts.” This allowed the player to freely place and delete parts without worry of creating a “ghost ship”.
My Role
Mechanic Design
Physics
Game Programming
Tools Used
Unity
Visual Studio
Loot Locker Leaderboards
C#
Stats
Made for the Score Space Jam #29 in less than 72 hours.
Finished #9 overall out of 139 entries.
Total team size: 2 people
Ricochet
Theme: The Mini Code For A Cause game jam was a 72 hour game jam where the theme was “You Only Get One”.
Concept: A 2D platformer that mixes Breakout and classic platforming controls in a desert environment where the player uses a ricocheting boomerang to smash through obstacles and jump their way to victory.
Mechanics: The player uses basic WASD platforming controls along with their mouse, which they can click, hold, and aim to throw a boomerang. The boomerang destroys breakable walls on collision and ricochets around the screen. The player can run to the boomerang to catch it. The player must also avoid spikes and crumbling platforms as they move through 10 different levels.
My Role
Mechanic Design
Level Design
Pixel Art
Game Programming
Tools Used
Unity
Unity Post Processing
Visual Studio
C#
Stats
Made for the Mini Code For A Cause game jam in less than 72 hours.
Finished #26 overall out of 148 entries.
Total team size: 1 person (Just me)

Art
