



More about me
It didn't take me long to figure out what I wanted to do in life. By the age of 6 years old, I had already decided that I wanted to help design and create games. At that age, it seemed like magic. But after years of learning, trying, failing, and eventually succeeding I've found that games aren't magic, they're the culmination of a passionate group of people, or even just one person, all working together to create something that they truly care about. Now, at 18 years old I'm driven by my desire to design unique and enjoyable experiences as well as learn as much as I can about games as a medium, I always try and learn new ways to grow and expand my skillset and knowledge through the games I design and help with.
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In the past, I've designed games that try and conquer a personal challenge. Whether it be to find out if making something fun and enjoyable at impossibly low resolutions is possible or trying to make boring and dull concepts such as traffic fun through arcade-like experiences. And this is something I plan on continuing to do in the future.
Older 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!