
Enjoyer of games, photography, design, tech, food, sports and overall bad weather.
Should you wish to contact me for work and/or internship, follow the links below.
PERSONAL PROJECTS
LUMINOTHS
Status:
Finished (5-6 days)
Focus:
Blender
Geometry Nodes
Scene-Building
Storytelling
While Luminoths wasn’t my first foray into Blender (it was my third at the time), it was the product of going through countless guides and tutorials on how to build an atmospheric scene with some added storytelling.
In the end, a combination of fog, lighting, an ocean modifier, a buoy (Sketchfab), mysterious orbs (Geometry Nodes), ominous music, eerie sound effects (Pixabay) and a simple narrative idea, all came together in the shape of the short video you see above.
VEILED
Status:
Finished (6-8 days)
Focus:
Unreal Engine
Scene-Building
DaVinci Resolve
This project was my introduction to Unreal Engine. Having never used the engine before, the scene was put together using landscapes, water bodies and Quixel Megascans assets.
Once the scene was built, the next step involved lighting and camera work, before recording and editing everything together with the addition of sound effects (from the Pixabay community) in DaVinci Resolve.

ROOGIE
Status:
Finished (1-2 days)
Focus:
Krita
2D
Character Design
Tasked for the first time ever to imagine, design and draw a character, with the ultimate goal of learning and understanding the process of creating one from the ground up, and bringing it to life in a three-view character sheet.
More than just a cozy guy, the design of this character also took into consideration certain movement and gameplay mechanics, with the detached head and body having their own respective functions for traversal, puzzle-solving, stealth and scouting, among others ideas.
It was also my first time using a drawing tablet.

STORIES OF THE RUST BELT
Status:
Ongoing
Focus:
Narrative Design
Storytelling
Logo
Web Design (Partially)
Stories of the Rust Belt is an exercise in narrative design — a space to explore voice, pacing, worldbuilding, character perspective, storytelling, and writing without the pressure of a full game production pipeline.
It’s an attempt to tell stories while adhering to the rules of an existing world (ARC Raiders by Embark Studios), and to explain gameplay mechanics through lore, working both within set boundaries and gaps left open for speculation, imagination and creative freedom.
It’s the melding of canon with non‑canon fiction, for the sole purpose of learning and experimentation.
GROUP PROJECTS






CHEKHOV’S SHOTGUN
Status:
Finished (5 weeks)
Focus:
Unity
UI Toolkit
Programming (C#)
Figma
Affinity
2D
Chekhov’s Shotgun was the birthchild of a fellow student at Valla Game Education. Taking inspiration from a YouTube video, the premise of the game puts you in control of a shotgun-wielding cat.
While the main mechanic of the game revolved around movement and traversal of the weaponised cat through a city-inspired platforming level, my focus was on UI specifically, creating a functioning main menu, pause menu and game over end screen.
Figma was used for prototyping the menus, UI Toolkit was used for implementing it, and C# was the language used to code it in Unity. All of which were first-time for me.
Logo design, custom cursor and additional 2D graphics were also contributions, designed in Affinity.
