



More about me
When I was 6 years old, I became fascinated with making games. It felt like pure magic back then! Now, at 18 years old, I'm making them, fueled by my burning desire to create unique and enjoyable gaming experiences while learning as much as possible about games, and how they're made. I'm always looking for new ways to grow and expand my skills in game design, art, etc., and I am constantly challenging myself to learn and improve.
In the past, I've tackled personal challenges in game design. I've experimented with crafting fun and engaging experiences at super-low resolutions, proving that even the tiniest details can bring joy. I've attempted to turn mundane concepts like traffic into thrilling arcade-style adventures (Sometimes successfully, sometimes not), and guess what? I'm not planning on stopping anytime soon! I'll keep pushing myself to tackle new challenges and infuse excitement into all my future projects.
Short games

collision control [personal project]
'Collision Control' is an arcade-inspired game. Created using the Godot Game Engine, this game was an attempt to answer the question, 'can you make games about traffic fun?'. In the game you direct traffic in a 4-way stop, trying to avoid collisions. I nearly missed the deadline due to joining late, and while in the end, the game got 25th place I still consider it a success, and an answer to my initial question. With more work, that concept can definitely be fun.

teleportal trial [lowrezjam 2021]
'Teleportal Trial' is a game about teleportation. Created with the Godot Game Engine, and inspired by puzzle games such as Portal, this game was an evolution of what I learned from my 2020 lowrezjam game. Like the last game, I wanted to test the limits on how far you could take low-resolution 3D games while ensuring they're still playable, fun, and readable. Getting 8th place, like the last lowrezjam game, this was a short game, but a resounding success.

Time never stops [Personal project]
As the name implies 'Time Never Stops' is a game where keeping track of time is the key to success. Created using the Godot Game Engine, the game was originally going to be a co-op party game, but the course shifted at the beginning of development to be a reimagining of a previous game I had made, 'Ten Second Challenge'. This was my first truly personal project with no jam attachment in a while.

3D Maze Monster [NokiaJam]
'Dimension Tension' was the first game that I designed which focused primarily on creating a fun and playable gameplay experience with a very low resolution, (64 x 64 pixels). This limitation inspired the core mechanic of the game, the genre swapping mechanic. In the end, I succeeded in my goal and for 4th place overall, all while keeping the game readable and interesting. I would go on to try and improve the design even more in the 2021 jam.

Dimension tension [Lowrezjam 2020]
'Dimension Tension' was the first game that I designed which focused primarily on creating a fun and playable gameplay experience with a very low resolution, (64 x 64 pixels). This limitation inspired the core mechanic of the game, the genre swapping mechanic. In the end, I succeeded in my goal and for 4th place overall, all while keeping the game readable and interesting. I would go on to try and improve the design even more in the 2021 jam.

goblit [personal project]
'Goblit' is an interesting case because it was the first game I had ever made in the Godot Engine, and the second game I had ever uploaded to the internet. Because of this, it isn't the greatest, but it was certainly very important when it came to learning more about game development. Goblit is like Pacman, with some random elements scattered in. A flawed, but fun project!