Games / Interactive Storytelling
A collection of games and interactive experiences demonstrating my journey as a Game Developer. Here, I explore the intersection of mechanics, code, and narrative—ranging from rapid web prototypes and AI-integrated experiments to collaborative Unity & Godot projects.
LAW OF EXCHANGE
LAW OF EXCHANGE is an experimental Rogue-lite that blends traditional memory-matching mechanics with deep progression systems, inspired by titles like Balatro. Although currently in the prototyping phase, I intentionally developed this as a high-fidelity Web Build rather than a simple "grey-box" demo. My goal was to simulate the final game feel and rigorously validate the User Experience (UX) flow before moving to a dedicated game engine.
HOT SWAP
HOT SWAP was developed collaboratively as part of the "445 Game Design" curriculum final project. This project represents a full-cycle development experience, where I played a pivotal role from the initial ideation phase to the final cross-platform deployment.
• Core Development: Handled the assembly of game logic and assets within Godot.
• Art Direction: Created original Pixel Art assets and designed levels to support the gameplay loop.
• Audio Engineering: Generated theme music via Suno AI and processed/mixed royalty-free sound effects using Audacity.
BLAST!
BLAST! is a web-based game developed with the goal of shipping a simple, highly playable product within a constrained timeframe, simulating a "Game Jam" environment. This project highlights rapid development skills and the integration of modern AI tools into the production workflow.
The game runs entirely on a custom web build using HTML, CSS, and Vanilla JavaScript, without relying on external game engines. I was responsible for the entire visual identity, creating all graphics, assets, and the UI/UX design. To accelerate the development process, I utilized Google Gemini as a pair programmer for building core logic and debugging complex JavaScript functions. The atmospheric soundtrack was generated using Suno AI.
Almost Human
Almost Human is a project developed for the course VCODE 202, which focused on interactive storytelling. From the very beginning, my friends and I wanted to create a visual novel built around the idea of a “butterfly effect” – small choices slowly snowballing into very different outcomes.
We also wanted the story to carry a clear message, so we chose a familiar but heavy topic: depression and how it can lead to unwanted, sometimes irreversible consequences. The goal was not to moralise, but to raise awareness and gently remind the player how fragile people can be behind everyday situations.
OSCILLATIONS
OSCILLATIONS was created for the mixed media section of VCODE 202, where the main theme was “threshold”. After reading the brief, we imagined a space where the audience can literally walk through someone’s memories. The initial spark came from Pixar’s Inside Out: if a person has a threshold, it is probably made of memories.
We divided the team into two groups. One group focused on producing the videos that would be projected inside this interactive space. The other group concentrated on building the space itself using 3D modelling and coding, so that the memories feel physical, fragile and slightly unstable as you move around.