Three VR games built as user studies for privacy research: a two-player sandwich shop with adaptive privacy boundaries, a race to build sandwiches against the clock, and a shooter where looking at an enemy destroys it.
Rocket League with helicopters, the final project for a video game design course. I made the first prototype, all the art and effects, the flight physics, and AI teams that flock into attacking or defending formations.
A Mario Kart–style party racer where one player controls the track and tries to knock the others off it. I built the worm: real-time mesh deformation to grow and shrink it, and its driving physics.
A playable demo of a 2D hack-and-slash set in the Dark Souls universe, in C with a helper library and Matlab content tools. Game Boy players asked for the ROM and sent photos of it on real hardware.
A tactical card game with a full campaign. I built everything except the level design, card art and story.
An endless runner: steer a boat past rocks and spears. A remake of River Dash GBA with all-new art, released on iOS and Google Play.
See also River Dash GBA in Games
My first Game Boy Advance game, drawn in Mode 0 with all-original art. River Dash remade it later.
See also River Dash in Games
A platformer whose hero grows wider over time, with levels built around it. I made the character, the enemies and all the art.
An interactive story from Harry Chapin's song: a boy dreams the boulder above his town will fall, and you have to convince the townsfolk. I made the art, parallax, navigation and dialogue system.
An octopus hunts for soup, and every bowl shrinks it so it can reach new places. A solo project, with cinematic cameras for the floaty, low-gravity movement.
Pong with depth: an isometric view in the middle, side views tracking the ball's depth, and paddles that move up, down and sideways. For two players.
Procedural mini golf crossed with tilting-board marble games: tilt a generated maze to roll the ball home.

