The following are some of my core games that I have created through programming along with some of my current projects that I am developing in my free time.
Growing Echoes of Dreams
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Duration:
January 2026
Description:
Created for the Imaginary Game Mini Jam - January 2026, you were once an award-winning gardener but after taking a train trip to momentarily escape your garden’s recent drought problems, you suddenly become reincarnated into a plant. It’s up to the train conductor to help you in your new life on this short story somewhat episodic emotions-based visual novel game of recollecting nostalgia and finding motivation for the future.
In this project, I learned how to work fully from start to finish create a Ren'Py game, to create music that can be used for more than one moment, and how to also create concept and real game pixel art on my own in a timed project. I also learned more of my structure for solo development in a few days time.
You are at the final part of your education moments before you get your degree with one final assignment, write a paper on “What career do you want to pursue?”. In this short point and click story game, you will explore different objects around you that will help you remember why years ago on a November 5th night that you decided to go with your career.
Technology Used:
C#, Unity, WebGL, Canva, Autodesk Sketchbook, GitHub, and itch.io
Design Patterns/Methods Used:
Agile Development, Lean Methodologies, Model View Controller (MVC) Design, Singleton, Scalable/Scaffolding Design, Object-Oriented Programming (OOP), and UI/UX Design
Challenges & What Was Learned:
With this project, I challenged myself both with time constraints by only being able to take 12 hours to individually develop all aspects of the entire project but also to learn how to do environemental storytelling and to create a game of a type I've never created before the competition of a point and click game. Additionally, this was the first time I recieved community feedback on a game or project that I solo created and programmed which has really helped me learn of how while the basic skills are understood, there is so much I can do further in my growth as a developer and designer moving forward in areas like optimizing the catchiness of a game loop and adding more depth to a foundational core idea.
Note: For gameplay examples only, start the video at the 1:06 timestamp. However, the full video includes both worldbuilding and development ideas.
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Duration:
November 2025
Description:
In this game inspired by Catan, you are the navigator of the Celestial Cosmos Galaxy Exploration Team who is on a mission to discover the Soltrianius Galaxy, a cozy uninhabited galaxy that brings hope to many with its vast planets. You and your team hope to navigate the galaxy to help their civilization.
Technology Used:
C#, WinForms, Visual Studio (VS) Code, itch.io, GitHub, AutoDesk Sketchbook, Canva, and Figma
Design Patterns/Methods Used:
Lean Methodologies, Scalable/Scaffolding Design, Agile Development, Object Oriented Programming (OOP), and Model View Controller (MVC) Design
Challenges & What Was Learned:
For this version, it is only an interactive User Interface gameplay example as this project taught me about scalable and scaffolding design. Due to only taking three days and a few nights to develop the project during the Sound Game Jam 2025 and also with this being my first expereince of solo game development and designing for a coding-based event, I learned how to balance software development and game designing efforts along with how to know when to make decisions to change the project to create something that is full and complete enough to represent the idea.
A 2D pixel art light story-driven rhythm game where you are an octopus trying to bring back joy that has been long lost to everyone by helping the aquatic creatures and even people who are in the aquarium as you go from area to area bringing music to with each area having a focus on a different type/genre of music.
While this project is in the early stages, currently the main challenge will be learning how to use Godot, how to create a rhythm game, and how to come up with the story of a game as an individual developer. Additionally, this project has the opportunity to expand my music composition and marketing abilities to help in hopefully creating a meaningful game and sharing it with the community.
When the Stars Unfold (Working Title)
Note: Videos are in low quality due to video recording being on a different device due to limited screen recording options and trying to still learn more about Godot. Video quality will improve in the future!
A 2D Sci-Fi RPG and Visual Novel game where your goal is to explore the galaxy to save it from mechatronics that appears 15 years after the galaxy became a dystopia that drastically changed the lives of the protagonists and their party.
The process has taught me how to create a large-scale project in a game engine and also a lot more about C# coding and asset creation. Additionally, with having a friend writing the story fully and I’m only doing brainstorming and script editing, I'm also learning a lot more about how to turn an idea into something in a program.
Grandmas vs Unhappiness
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Duration:
January 2025 to March 2025
Description:
Grandmas vs. Unhappiness is a game where you play as Mary Yott and travel with your friends to spread kindness across the world! The game itself is a 2D pixel-art RPG with elements that uses an isometric-chess-based battle system and takes inspiration from games such as Pokémon and Final Fantasy.
Project Inspiration:
The original skeleton for this project was forked from this class' game engine skeleton found here. Other inspiration has been taken from the example project given for the TCSS 491 class which can be found here.
Technology Used:
JavaScript, GitHub, GitHub Pages, Git, VSCode, Microsoft DevTools, DaVinci Resolve
The Problem the Project Solves:
This project focused on creating a web-based game from extremely limited resources while learning how to collaboratively develop a project from imagination to full production with a team. Additionally, this project was created as a part of the University of Washington Tacoma’s TCSS 491 Game and Simulation Design course.
Challenges and What Was Learned:
From Grandmas vs. Unhappiness, our team learned about how to incorporate expansive ideas on a large-scale project as time limited how far we could expand the game along with how to collaborate when differing ideas to create a cohesive game that encompasses everyone’s ideas. On the other hand, for my role of doing backend and frontend development and music composition, I learned how to program in JavaScript, how to create a web-based program, and how to compose music.
Getting Saucy (a Game Development Club @ UWT Unity Video Game)
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Duration:
October 2024 to March 2025
Description:
Getting Saucy was created by the Game Development Club at the University of Washington Tacoma and is a 2D platformer with mouse aiming shooting mechanics with pixel art and a level structure. The main objective is to escape the fridge!
Technology Used:
Unity, GitHub, LibreSprite, and GarageBand
Challenges and What Was Learned:
As the project lead, besides learning how to use Unity and to create a sketch of a level into a playable level, I also learned how to lead a project where besides the project mission, I also achieved the goal of always having everyone actively learn new skills. Additionally, I also learned how to lead projects for a club as I was both involved as a project lead but because of being the Game Development Club’s President during the project’s duration, I also learned how to be leading the club while making projects to make sure everyone has the support that they need while also expanding my knowledge of technical and soft skills.
Dungeon Adventure Hybrid
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Duration:
March 2024 to June 2024
Description:
Dungeon Adventure lets you play as a hero of multiple classes such as a warrior, priestess, necromancer, vampire, and thief. Who is on the quest to escape a dungeon while needing to defeat enemies such as ogres, skeletons, gremlins, and dragons while collecting vision, health, armor, and weapon upgrades, and the four Pillars of OO (Abstraction, Encapsulation, Inheritance, and Polymorphism) along the way. Additionally, this project was created as a part of the TCSS 360 Software Development and Quality Assurance Techniques class.
Technology Used:
Java, JavaFX, IntelliJ, Git, GitHub
Challenges and What Was Learned:
The project taught how to collaborate multiple ideas in a group along with the implementation of multiple design principles both in coding with the MVC (Model, View, Controller) Model, Factory, and Mock Object but also with team development such as with using Agile methodologies and Scrum on the project. Individually, I learned a lot more about backend programming of implementing Object-Oriented Programming principles into creating the objects for each character and leading the UML Diagram design process, leading my team’s frontend, User Experience, and User Interface design and implementation by designing the menus and character select features by learning JavaFX, and learning how to collaborate with my team on implementing backend and frontend code simultaneously as we delegated tasks evenly in the project.