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GAME PORTFOLIO

In-Development

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HERD

Unity multiplayer survival game using Photon Fusion 2. Programmed networking, first-person movement, survival systems, physics-based sheep AI, inventory systems, dynamic weather, shaders, and UI/UX. Built custom tools for rapid environment iteration.

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Over Armor

Unity, solo project. Programmed a physics-based local co-op twin-stick combat sandbox with shooting, melee, bombs, dynamic level scripting, item spawning systems, and 4-player support. Created all UI, animation, VFX, and 3D assets.

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Cosmo

Solo-developed Unity twin-stick PvE shooter. Built combat systems, inventory/loot mechanics, melee combo systems, and cooperative gameplay. Designed AI enemies with behavior-driven combat decision making and pathing logic.

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Kojo

Unity platformer developed as project lead and gameplay programmer/designer. Programmed movement, level transitions, dynamic obstacles, atmospheric effects, and gameplay UI. Scripted all levels and visual sequences to create seamless environmental interactions.

Small Projects

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Debugger (GMTK Jam)

Unity narrative adventure game developed as gameplay programmer/designer. Programmed physics-based movement, grappling, combat, and interactive puzzle systems. Built an in-world dialogue/UI system styled after Discord for narrative delivery and progression.

Tub Toys

Solo-developed Unity exploration game featuring a physics-driven boat controller, environmental hazards, dialogue systems, and minimap UI. Created custom shaders and gameplay systems to support traversal-focused exploration.

Blue Hour

Unity top-down exploration game developed as game director and gameplay programmer/designer. Programmed souls-like combat systems inspired by Tunic, including melee combos, lock-on mechanics, traversal abilities, and enemy AI.

Bowling in Heaven

Unity physics-based bowling prototype built in under an hour. Engineered intuitive throwing, aiming, and power systems alongside fully simulated ball and pin physics.

Sleeping Giant

Unity platformer developed as gameplay programmer/designer. Engineered a movement controller inspired by Super Mario 64 featuring advanced movement mechanics alongside a procedural level generator built from modular map pieces. Created custom DS-style rendering effects.

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