These projects were developed at The Game Assembly in multidisciplinary teams
of around 14–17 people, typically with 5–7 programmers. Each project ran for
several weeks and gave me experience working with gameplay, AI, tools, animation,
UI, rendering, and production workflows.
Project 8 — Local Multiplayer Arena Brawler
Custom Engine · C++ · Team of 15 · 9 weeks
A Towerfall-inspired split-screen archery brawler. I focused on special
arrow mechanics, VFX, collision, and renderer-level debugging.
My main work included a laser/ricochet arrow with bouncing beam behaviour,
a bomb arrow with line-of-sight blast checks, shader-driven VFX, per-player
aim previews, sphere-sweep collision for fast arrows, homing fixes, and
transparent VFX sorting in the deferred renderer.
The biggest challenge was making a very fast projectile bounce, damage along
its full trail, and display correctly in split-screen without relying on
simple physics-engine movement.
Itch build coming soon · Available for review on request
- C++
- Custom Engine
- VFX
- Collision
- Rendering
- Split-Screen
Project 7 — First-Person Shooter
Custom Engine · C++ · Team of 16 · 12 weeks
A tactical FPS where I focused on enemy AI behaviour and visual scripting
integration.
I implemented enemy navigation, combat behaviour, raycast/pathtracing-based
movement, obstacle-aware pathfinding, collision avoidance between enemies,
and integration with the school's visual scripting framework so designers
could modify AI behaviour more easily.
This project taught me how AI systems connect at a lower engine level and
how important designer-facing tools are for gameplay iteration.
- C++
- Custom Engine
- Enemy AI
- Pathfinding
- Visual Scripting
Project 6 — Diablo-Style Action RPG
Custom Engine · C++ · Team of 16 · 14 weeks
An isometric action RPG where I worked mainly on engine tools and animation
systems.
I built the core AnimatedModelComponent, developed editor functionality for
object selection and transformation, implemented destructible object logic,
fixed editor stability issues, and helped configure the lighting pipeline.
This project showed me how much stability matters in tools programming:
artists and designers need editor features that behave predictably every time.
- C++
- Custom Engine
- Animation
- Editor Tools
- Lighting
Project 4 — Top-Down Adventure
TGE · C++ · Team of 14 · 8 weeks
An adventure game where I focused on UI systems, menu flow, animation
integration, and game state management.
I worked on character and object animation, menu hierarchy, sprite integration,
input mapping, mouse cursor functionality, state stack logic, and replacing
placeholder UI with final assets.
This project taught me that UI programming is largely about predictable state
flow: every interaction needs to be clear, reversible, and robust.
- C++
- TGE
- UI
- State Management
- Animation
Project 3 — Shape-Shifting Platformer
TGE · C++ · Team of 15 · 10 weeks
A 2D platformer built around shape-shifting mechanics, where I worked on
gameplay, animation, health, pickups, and debugging.
I developed the animation handler system, integrated animations for player
characters and enemies, implemented health and collectible systems, and
contributed to core gameplay features including movement, jumping, and
shape-shifting.
The main lesson was that core mechanics need extensible systems, because
a feature that starts small can quickly become the foundation for the whole game.
- C++
- TGE
- Gameplay
- Animation
- 2D Platformer
Project 2 — Mobile Puzzle Game
Unity · C# · Team of 14 · 8 weeks
A tile-based mobile puzzle game where I worked on enemy behaviour, camera
systems, movement, particle integration, and playtesting.
I programmed monster AI that responds to player movement patterns, implemented
dynamic camera zoom/follow behaviour, built tile-based movement with precise
positioning, and connected VFX to gameplay events.
This project taught me how mobile constraints such as screen space and input
style affect gameplay, UI, and camera design.
- Unity
- C#
- Mobile
- Enemy AI
- Camera
Project 1 — Endless Runner
Unity · C# · Team of 13 · 6 weeks
My first team project: a jetpack-powered endless runner where I implemented
core gameplay mechanics and audio integration.
I built the jetpack system with fuel management and physics-based movement,
added background music and sound effects, programmed basic movement and
jumping, and helped polish the game through playtesting.
This project introduced me to team programming and taught me how strongly
code structure and communication affect the whole project.
- Unity
- C#
- Gameplay
- Audio
- Team Project