
Miscellaneous projects
Smaller games and tech demos


Ending Machine: Out of Order
Did you know? You're more likely to be killed by a vending machine than by a shark.
Ending Machine was our winning entry for SCAD Game Design Network's 2025 twelve-week challenge. We were prompted to make a game based on our favorite fun fact.
Team & Scope:
Engine: Unreal Engine
Team Size: 5 members
Timeline: 2 weeks
Project Type: Gamejam entry
Role and Responsibilities (sole programmer)
-
Vending machine movement
-
Shark targeting system
-
Designer-friendly place-able volumes
-
Dock destruction system
Challenges:
One fun challenge was deciding how sharks would jump out of the water to eat civilians. At first, they were supposed to leap over the dock, but this seemed technically complicated for our timeline. I suggested that instead, sharks could burst through the docks and destroy those tiles. This had the added bonus of making the destruction feel more chaotic and dangerous.
Youtuber Itsrascaldev featured Ending Machine as the first game in his series interviewing game developers! I helped advise on the script.



Infestation Protocol
Overview:
Infestation Protocol was a project for GAME 365- Applied Design. You play as an alien insect whose nest has been drilled into by a militarized mining corporation from Earth. You must crawl all the way up through the drill shaft/moonbase to safety, avoiding the red-light visors of the Earthling soldiers.
Team & Scope:
Engine: Unreal Engine
Team Size: 5 members
Timeline: 10 weeks
Project Type: Class project
Role and Responsibilities
(Co-Lead, Designer, programmer)
-
Programming all-dimensional insect movement
- Checkpoints system
- Enemy AI and detection
- Level design

Takeaway:
I am proud of Infestation Protocol because of my contributions as a designer. I pitched our "Space bug versus Earth marines" direction because of my desire to learn about procedural character movement and wall-climb tech. This movement tech became the centerpiece for our gameplay. The game really took off when we switched our focus from platforming to stealth, and moving in shadow. Climbing inside the sillouette of a pillar on the ceiling to stay hidden is a mechanic that feels thrilling and unique to our game.



The Vitruvian Man
Speculative Architecture:
Virtuvius believed that the ratios of a column were based on the ratios of a man. This interactive simulation shows us what architecture might look like in a world where mankind is shaped differently. Art history final project. Built in Unreal Engine.