
Games
Bear The Winter
- Class: GAM100
- Development Time: 2 months
- Engine: Zero Engine
- Team Members: 4 programmers
Bear The Winter is a 2D puzzle game where you control a Bear in need of food. The map changes through the seasons and new puzzles are unlocked.
This was my first team project at DigiPen, we were 4 programmers and we all worked on gameplay given our limitations at the time, we used an engine created by the university called Zero Engine and programmed in a language called Zilch Script which resembles C# quite a lot.
Olan
- Class: GAM150
- Development Time: 3 months
- Engine: In-House Game Engine
- Team Members: 4 programmers
Olan is a 2D side view castle defender game. The king of the kingdom is gone and the ever oportunistic forces of Olan now battle to usurp the throne. You are able to choose between 4 different factions, each one with its own perks. The main objective is to destroy the enemy’s castle and become Olan’s new ruler.
What I Did:
We used an in-house C++ game engine which already did some things for us, especially in terms of graphics and input.
As the lead programmer, I created the object system which allowed us to create and destroy objects at runtime, the collision system (detection and resolution), the AI of the enemies and the behavior system to give the different objects of our games unique ways of behaving.
Souls Of Iliad
- Class: GAM200
- Development Time: 7 months
- Engine: Custom C++ 2D Engine
- Team Members: 6 programmers and 5 artists
Souls of Iliad is a 2D dungeon crawler with some hack and slash mecahanics based on Greek mytholgy. The player will need to escape from a changin maze and defeat the minotaur in order to be free.
For this project we created our own 2D game engine completely from scartch using C++, the game features a random maze generator so that each run is different from all the rest.
What I Did:
I created the entire editor from scratch using ImGui and provided my teammates tools to edit levels, manage objects, visualize animations, create particle systems, etc…
In addition to that, I implemented a particle system, tile map editor, serialization, scene management, a logic system, guizmos for editing the transform of objects, the tag system and the UI system.
I also started learning about graphics and played around with some shaders, implemented font rendering and created a simple 2D lighting system apart from some gameplay features.
Mag&Net
- Class: GAM300
- Development Time: 8 months
- Engine: Custom C++ 3D Engine
- Team Members: 10 programmers
Mag&Net is a cooperative 3D top-down action shooter. In the game the players will have to battle against different enemy robots while they progress through the laboratory and get access to more powerful abilities to fulfil their mission.
What I Did:
As the lead tools programmer, I created the game editor providing anything necessary to improve the workflow for my teammates. In addition, as our game was based on rooms, I created a tool that made it much easier to edit them (The camera goes into top view mode and controls change in order to fit the viewing angle). I also created a fluid shader simulating some kind of acid for when the players fell from the platforms a tool for editing materials in our phong model and a path editor to make objects follow fully customizable paths, the engine cameras, shadows with PCF, post processing effects such as Contrast and HSL, an autosave system and a player editor.
Being so many people, once the engine was completed, I created falling platforms that shake, animations and particle systems to make the game look more polished and worked on some gameplay overall.
Cat-Aclysm (In Development)

- Class: GAM400
- Development Time: 8 months
- Engine: Unreal Engine 5
- Team Members: 4 programmers and 6 artists
Cat-Aclysm is a game being developed in Unreal Engine 5 that will be published on Steam. Catuccino, Vexa’s cat (the main character) hates her music and hence starts a cat revolution causing mayhem all over the city.
What I Did / Am Doing:
I worked on the camera system to allow us change the game’s perspective at any time, created a material to see Vexa through walls and materials for desintegration effects. I created a tool to edit splines and add meshes to them that deform accordingly, this is currently used to create cables that teleport the player from one palce to another.
In addition to that, as the tools programmer, I created a tool for placing floors in an efficient way, without needing to copy paste a tile over and over again and a self repeating tool to avoid wasting time on placing objects with repeating patterns along a direction (bush->bench->lamp ->bush->bench->lamp…) using instanced rendering to make it as efficient as possible.
I’m now looking for ways to produce maps and contents in an easy way for both the programming and art team.



