Can You Talk to Girls? is a tongue-in-cheek educational dating sim designed to teach the user how to respect women. This was a 2 week project made on a team of 5, consisting of me, a technical designer, two artists and a project manager. I made a robust dialogue system that allowed my designer to control the flow of the game, prompt the character to display certain emotions/animations, and modify the player's resources. I also implemented an algorithm to score the player's responses using the minimum edit distance from the target phrase.
Silly Chef was made by a team of 4 in which I was the sole programmer for the 2024 MeGa Health Jam, where it won third place. Silly Chef was designed to teach the user about how to prepare food for someone with Crohn's Disease. I used animation blending to allow the user to individually control the fingers on the player's hand. I also made an easily extensible recipe system that could define sets of ingredients to make each dish.
Supersonic Hamster Sprint!!! is an infinite runner rapid development project made by a team of 5 in 2 weeks. The team consisted of another programmer, an artist, a level designer, and a project manager. I made a pooling system that let the track extend infinitely while taking up very few resources. It was able to keep up with the player no matter how fast they were moving, as you can see in the video. One thing that was very fun about working on this project was I focused a lot on game feel, doing things like modifying the camera FOV and position to make the player feel like they're going faster, and shaking it when they got hit. Ensuring systems like collision and player movement stayed functional at such high speeds was a cool development challenge to work around.
Eric's Balloon Adventure is an FMV adventure game made for the 2025 FIEA Collegiate Game Jam. Once again, I was the sole programmer. This has a similar, but streamlined, version of the dialogue system I described earlier. It also has an inventory system that allows the player to move through the game, and made it easy for me to define when something in the game world was intractable and what it should do if you interact with it while using different items. Making this project was a lot of fun, and it helped me exercise my design and writing muscles, which I may not get on other projects. I had a great time making this world, and it was even better watching people play it and laughing at the jokes I came up with.