DEVELOPMENT
Development and conceptualisation process of previous projects.
ENDLESS RUNNER | DERELICTION OF DUTY

An Endless Runner inspired by games like Subway Surfers and Hades. This was my capstone project in 2024, focusing on how I could combine things from other games to add more depth to an existing genre. This was a combination of all the techniques I learned while studying while exploring more of my favourite retro style.
Play the game here!

INTERACTIVE SANDBOX | ORANGE TREES

An interactive level within Unreal engine. The aesthetics were mainly inspired by bright sunsets and the contrast between the 50's architecture of the Lookout with modern gear. It was also following a very low poly artstyle; mass producing assets and importing them into the level.
Download the level here!


2D PLATFORMER | THE RAVEN

A 2D Platformer inspired by games like Celeste and Limbo, loosely based off of the poem by Edgar Allan Poe. The focus here was on level design by guiding the player throughout the game without need of a map.
Since this was a platformer, I wanted to take the chance to use things like movement-based abilities that would otherwise lock the player out of certain parts of the map until they understand the current controls.
Play the game here!


ASTEROIDS | MILF RACER

In this classic Atari remake, you get to play as a weird woman who just wants to mess around! The initial concept was primarily inspired by my love of retro themes and bright colours, as well as a character concept I and a fellow game designer found amusing. A lot of the visuals are inspired by games like Hotline Miami and Enter the Gungeon, which have a lot of moving clutter on screen which I wanted to incorporate through the game's colour scheme.
Play the game here!

MODULAR ENVIRONMENT | BACKALLEY MEET
Unreal Cyberpunk environment set in a dark alleyway. The idea was a child living in the city meeting up with their group in their designated spot. This time, I was focusing on player pathing without being too explicit. I had a lot of fun putting in emissives and playing around with how they might affect the environment through lighting.
DIORAMA | WITCH SHOP

A diorama themed after combining both 'Fantasy Shop' and 'Witches' Coven', comprised of modular assets. I wanted to make sure that while the entirety of the diorama was clear in its theme and silhouette, the shopfront itself was also quite visually cluttered, so I focused on producing as many variants of different items as I could.
View the environment here!


3D CHARACTER | PASIPHAE

Low poly character modelled and rigged in Maya. I love playing around with bright colours and a sort of retro aesthetic, so I decided to apply this to a character. Her design is inspired by characters like Sombra (Overwatch) and Justice (Helltaker). Pasiphae was also designed with a tri count limit in mind, with her total at <3,000 tris.
View the character here!

3D CHARACTER | HECTOR

Fully rigged robot inspired by a Star Wars prompt, looking at the HK assassin and KX security series droids. Hector's design is fueled by my love of gentle giants, and is a deadly assassin droid abandoned on a distant planet. However, despite his intimidating stature, he wouldn't (purposefully) hurt a fly. Hector's exploratory nature has him accruing many different dents and scratches from his travels, tentatively exploring life from the perspective of a curious killer robot.
View the character here!



































































