Archive captureDeviloper
A Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.
View case studyGameplay systems, game design, and art—organized by evidence strength, not chronology.
11 builds shown for All.
Archive captureA Unity combat-system project focused on enemy waves, predictive targeting, and reusable runtime objects.
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Archive captureA Unity tactical-combat project focused on trajectory shooting, prediction, and gameplay state.
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Archive captureA Unity progression-system project focused on timed rewards, controlled randomness, and UI state.
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Archive captureA game-jam puzzle-platformer that demonstrates a focused interaction and movement loop.
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Archive captureA hyper-casual climbing game built around repeatable floors, quick controls, and competitive height chasing.
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Archive captureA two-player Unity snake game where growth, blocking, and timed power-ups turn a familiar loop into a local competition.
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Archive captureA Connect Four implementation using C++ and SFML to practice object-oriented structure, data structures, and turn flow.
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Archive captureA Unity arcade prototype built around pipe timing, score pressure, saved highscores, and a readable fail state.
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Archive captureAn SFML and C++ Minesweeper implementation with generated grids, random bombs, view transitions, and win/lose handling.
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Archive captureA focused C++ and SFML Snake build exploring keyboard input, grid movement, growth, wrapping, and failure conditions.
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Archive captureA set of card-battle assets exploring readable card hierarchy, character presentation, and a consistent visual system.
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3D artForm, materials, and game-ready readability.
A hard-surface study that brings modeling, UV mapping, texturing, and rendering into the same playable visual language.
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Visual developmentVisual direction that carries the game’s mood.
A character-development study connecting concept art, sculpt reference, and atmosphere before production detail is committed.
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Character art studyAnatomy, shape, and sculpting practice.
A character-sculpting study focused on form, anatomy, surface decisions, and iterative visual development.
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Game designChaos built around player control.
A compact downhill arcade concept shaped through movement feel, wobble, recovery, level flow, and readable risk-reward choices.
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Gameplay prototyping + tech artA tactile interaction needs technical proof.
An Unreal Engine restoration prototype using mouse inspection, line traces, collision UVs, render targets, and dynamic materials.
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Game design + visual directionA bullet-hell cooking game set in the underworld.
A visual and game-design direction study spanning character art, environments, props, enemy effects, and atmosphere.
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Game design researchA 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.
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Game concept + worldbuildingA 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.
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Game design + board-game systemsRoots of the Verdant Realm, one tile at a time.
A fantasy board-game concept combining RPG depth, mythology, component research, player-centric playtesting, and a clear product vision.
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