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Game Development


One Way Out
The project, titled One Way Out, is a third-person adventure puzzle game developed by a group of students for our Level 6 assignment, using Unreal Engine 4.26. The game features two levels, where players must solve a variety of puzzles to progress. These puzzles include tasks such as collecting parts for a mystical statue and a crystal quest, star puzzles, and more. Additionally, players can discover notes and hidden items that provide deeper insight into the main character’s backstory and the world they inhabit.
As a Lead Technical Artist, I was responsible for several key aspects of the project, including Core Gameplay Functions, Source Control Management, and overall Coordination. I also focused on Engine Optimization and 3D Animations. My role involved taking the files provided by my teammates and ensuring they were properly integrated and optimized for the game, making them fully game-ready. Additionally, I contributed to the level design and layout, helping to shape the environment and gameplay flow. I collaborated closely with the team to ensure the project ran smoothly and efficiently, helping to bring our collective vision to life in a very short time frame.
As a Lead Technical Artist, I was responsible for several key aspects of the project, including Core Gameplay Functions, Source Control Management, and overall Coordination. I also focused on Engine Optimization and 3D Animations. My role involved taking the files provided by my teammates and ensuring they were properly integrated and optimized for the game, making them fully game-ready. Additionally, I contributed to the level design and layout, helping to shape the environment and gameplay flow. I collaborated closely with the team to ensure the project ran smoothly and efficiently, helping to bring our collective vision to life in a very short time frame.


Various Animations
I often do loopable character animations, either specific for games or simply in my free time.


MY METEMPSYCHOSIS
MY METEMPSYCHOSIS was a mini graphic adventure game in alpha stage using Unreal Engine 5. I developed it during my final seven months at my college.
For my honors thesis, I aimed to create a short game that uses visual language, style, and narrative to evoke emotions. The goal was to build an overall melancholic atmosphere, where players progress through the story by solving small puzzles without any given information about there whereabouts. From an artistic perspective, I am most intrigued by games that focus on emotions and atmosphere. These games demonstrate that crafting high-quality elements that stimulates someones emotions, one can create a profound impact on the player and fully engage them, without requiring substantial resources or costs. Therefore, I tried to adopt this philosophy for my thesis, emphasizing visual storytelling.
Since I had only a few months to develop and write my thesis simultaneosly, I aimed for a rather simple artstyle. All assets and programming, except music (shout out to Scott Buckley, you elevated the project to the desired quality, I needed) was done by me.
For my honors thesis, I aimed to create a short game that uses visual language, style, and narrative to evoke emotions. The goal was to build an overall melancholic atmosphere, where players progress through the story by solving small puzzles without any given information about there whereabouts. From an artistic perspective, I am most intrigued by games that focus on emotions and atmosphere. These games demonstrate that crafting high-quality elements that stimulates someones emotions, one can create a profound impact on the player and fully engage them, without requiring substantial resources or costs. Therefore, I tried to adopt this philosophy for my thesis, emphasizing visual storytelling.
Since I had only a few months to develop and write my thesis simultaneosly, I aimed for a rather simple artstyle. All assets and programming, except music (shout out to Scott Buckley, you elevated the project to the desired quality, I needed) was done by me.
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