Work / Build index

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Gameplay systems, game design, and art—organized by evidence strength, not chronology.

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11 builds shown for All.

Tier A / Flagship systems

Featured systems with public builds, repositories, or playable proof.

03
Deviloper logo on a black background.Archive capture
Tier A / flagshipCapture available

Deviloper

A Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.

  • Wave combat
  • Predictive targeting
  • Object pooling
View case study
Tanks Battle overhead desert map.Archive capture
Tier A / flagshipCapture available

Tanks Battle

A Unity tactical-combat project focused on trajectory shooting, prediction, and gameplay state.

  • Trajectories
  • Predictive AI
  • State machines
View case study
Chest System game screen showing chest slots and the explore action.Archive capture
Tier A / flagshipCapture available

Chest System

A Unity progression-system project focused on timed rewards, controlled randomness, and UI state.

  • Timed unlocks
  • Controlled RNG
  • Modular UI
View case study
Tier B / Focused builds

Smaller projects that demonstrate one clear capability.

02
Paralyzed game-jam gameplay showing the player navigating a platforming level.Archive capture
Tier B / focused buildCapture available

Paralyzed

A game-jam puzzle-platformer that demonstrates a focused interaction and movement loop.

  • Puzzle platforming
  • Shooting movement
  • Interactions
View case study
DecaClimb gameplay showing the colorful decagon climbing environment.Archive capture
Tier B / focused buildCapture available

DecaClimb

A hyper-casual climbing game built around repeatable floors, quick controls, and competitive height chasing.

  • Procedural floors
  • Mobile controls
  • Leaderboards
View case study
Tier C / Experiments archive

Game jams, C++, SFML, and visual experiments retained as proof of range.

06
Co-op Snake gameplay showing two players sharing the playfield.Archive capture
Tier C / experimentCapture available

Co-op Snake

A two-player Unity snake game where growth, blocking, and timed power-ups turn a familiar loop into a local competition.

  • Couch multiplayer
  • Power-ups
  • Custom controls
View case study
Connect4 board gameplay showing a two-player match.Archive capture
Tier C / experimentCapture available

Connect4

A Connect Four implementation using C++ and SFML to practice object-oriented structure, data structures, and turn flow.

  • C++ + SFML
  • Turn state
  • Win conditions
View case study
Crazy Bird arcade gameplay showing the player flying between pipes.Archive capture
Tier C / experimentCapture available

Crazy Bird

A Unity arcade prototype built around pipe timing, score pressure, saved highscores, and a readable fail state.

  • Score loop
  • Infinite spawning
  • Slow motion
View case study
MineSweeper gameplay showing a generated grid with revealed tiles.Archive capture
Tier C / experimentCapture available

MineSweeper

An SFML and C++ Minesweeper implementation with generated grids, random bombs, view transitions, and win/lose handling.

  • C++ + SFML
  • Dynamic grids
  • State machine
View case study
Snake gameplay showing the player navigating a grid toward food.Archive capture
Tier C / experimentCapture available

Snake

A focused C++ and SFML Snake build exploring keyboard input, grid movement, growth, wrapping, and failure conditions.

  • C++ + SFML
  • Grid generation
  • Input loop
View case study
Card-game hero asset showing a character card composition.Archive capture
Tier C / experimentCapture available

Card Game Assets

A set of card-battle assets exploring readable card hierarchy, character presentation, and a consistent visual system.

  • Card composition
  • Game UI
  • Visual development
View case study
Art / Visual language

Models, materials, and visual direction for playable worlds.

03
Low Poly Sci-fi Tank 3D model render.3D art
3D artArchive entry

Low Poly Sci-fi Tank

Form, materials, and game-ready readability.

A hard-surface study that brings modeling, UV mapping, texturing, and rendering into the same playable visual language.

  • Modeling
  • UV mapping
  • Texturing
View 3d art case study
Void Queen character visual-development artwork.Visual development
Visual developmentArchive entry

Void Queen

Visual direction that carries the game’s mood.

A character-development study connecting concept art, sculpt reference, and atmosphere before production detail is committed.

  • Character concept
  • Sculpt reference
  • Mood direction
View visual development case study
Female Character Sculpting Study visual-development frame.Character art study
Character art studyArchive entry

Female Character Sculpting Study

Anatomy, shape, and sculpting practice.

A character-sculpting study focused on form, anatomy, surface decisions, and iterative visual development.

  • Sculpting
  • Anatomy study
  • Visual development
View character art study case study
Design / Player experience

Mechanics and prototypes that make player intent legible.

06
WheelChair Mayham game-design presentation showing downhill wheelchair racing chaos.Game design
Game designArchive entry

WheelChair Mayham

Chaos built around player control.

A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.

  • Movement + drift
  • Wobble recovery
  • Level flow
View game design case study
Ludo Kingdom board-game design frame.Game design research
Game design researchArchive entry

Ludo Kingdom

A familiar board game reframed as a system study.

A Ludo concept exploring the game loop, player motivations, research, design principles, and a clear path to victory.

  • Board-game systems
  • Player research
  • Design principles
View game design research case study
Project Robot sci-fi concept frame.Game concept + worldbuilding
Game concept + worldbuildingArchive entry

Project Robot

A sci-fi game concept built around a small machine and a large world.

A work-in-progress concept covering the core premise, gameplay features, story setting, characters, development plan, and launch thinking.

  • Sci-fi worldbuilding
  • Gameplay features
  • Development roadmap
View game concept + worldbuilding case study