Group Projects

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Dam It!

Created in Unreal Engine for the TFS 2025 Winter Game Jam with a team of four programmers. In Dam It!, you play as a determined beaver racing against time to build a dam to call home to survive the harsh Canadian winter. Chop down trees, drag logs back to the river, and build your dam before nightfall-all while avoiding hungry wolves and territorial bears. My Contributions to this project include:

Designed the layout of the main level, ensuring a balanced environment that supports exploration, resource gathering, and strategic planning under time pressure.

Implemented a dynamic day-night cycle, including gradual sunlight changes to visually communicate the passage of time and build tension as night approaches.

Directed the pacing and feel of the gameplay, shaping how log collection, enemy avoidance, and progression interconnect to keep players engaged.

Designed and programmed both ending conditions—successfully completing the dam before nightfall, or failing to finish in time—creating a satisfying sense of consequence and closure for the player.

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Bob the Bots Big Birthday

A Unity game developed during the TFS 2024 Summer Game Jam with a team of four programmers. In this lighthearted sci-fi adventure, you play as Bob, a robot whose birthday party is interrupted by an invasion of gun wielding balloon aliens. Battle through your hijacked spaceship alone and overcome these weird foes and make your way to the helm to save your ship-and your birthday. My Contributions to this project include:

Designing the full layout of the game’s levels and populated the environment with visual storytelling elements and set pieces.

Implemented a series of dynamic pop-up texts that guide the player from Bob’s perspective, offering both story context and gameplay tutorials.

Engineered custom third-person camera mechanics, including collision detection to prevent the camera from clipping through walls or objects, improving player experience in the confined spaces of the ship.

Coded a checkpoint system to record player progress and handled logic for respawning Bob in the correct location after defeat.

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All Flocked Up!

An Unreal Engine game developed by a team of students, of which i was the Lead Game Designer for. All Flocked Up! is set in a quirky, stylized version of Kensington Market from Toronto Canada. In this whimsical urban adventure, you play as the pigeon Peep trying to reunite with your flock. Explore the iconic neighborhood of Kensington Market, complete quests for Toronto’s eccentric Pidgeon residents, avoid threats like hawks, street cats, and bird-hating people, and—of course-poop on everything. My contributions to the project include:

As Lead Game Designer, I directed the creative vision for gameplay, mechanics, and overall player experience. I made key decisions on which mechanics were core to the game’s identity, prioritized features to meet our deadline, and helped ensure cohesive, polished gameplay.

Co-designed the layout of the game’s main playable area: a stylized version of Kensington Market, emphasizing verticality, traversal, and exploration.

Developed mechanics for environmental interaction, including player perching functionality on trees and AI-driven vehicle movement that respects road layout and basic traffic rules.

Programmed systems for player health, damage, death, and respawning. Also designed the UI layout for the respawn screen, ensuring clarity and accessibility.