Pump The Points 2025Is a biofeedback-based game I developed using Unity and an Arduino heart rate sensor. The idea was to connect a physical input like the player’s heartbeat to in-game difficulty. I wrote a C# script that communicated with the Arduino via serial connection, allowing real-time heart rate data to influence gameplay. When the player remained calm, the game would increase in difficulty and when their heart rate spiked, it would ease up which made the game enjoyable for all levels of skill within the genre. This project taught me a lot about serial communication, threading, and dynamic difficulty balancing. |
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Mushroom Cave 2025A visual-focused project where I experimented with HLSL and GLSL in Unreal Engine to create a glowing atmospheric forest scene filled with animated mushrooms. I used custom shaders to simulate light emission, pulsating glow effects, and subtle surface animation to bring the environment to life alongside foliage and particle effects to fill the areas around the cave. This project helped me practice and learn of fragment and vertex shaders, UV manipulation, and real-time rendering with loads of optimisation techniques since my computer was struggling to run it. (Unreal, am I right guys) |
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MicroHogging 2025A solo project where I explored implementing a finite state machine and multi-agent behaviours in Unity while also creating an effective method to produce multi-agent coordination behaviours through multi-class hedgehogs communication. I designed and programmed the game using C#, building a system where the small enemies would patrol until the bigger enemies would spot the player and notify everyone of the invader, switching the small enemies' state to "Panicked". |
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Echoes of Sanity 2024This project is a big step I’ve taken to try and make a first-person horror shooter in Unreal Engine with old-school graphics. Metasound and ReNoise were researched and used for this project as well as FL Studio for sound design. |
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Fishing Simulator 2024This was an Arduino group project in which I took part by making the Arduino controller and script for which it was used in addition to some of the game elements that were implemented as mechanics. The controller included haptics which allowed the player to tilt it and launch it as a rod followed by a buzzing and LED feedback whenever the player would score a point by catching a fish. |
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Escape the BugGeon 2023This game was the first project that implemented concepts of object-oriented programming where all the base code would have a different approach compared to the first game I developed. The development of this game was quite time-consuming due to the fact that I was less experienced with object-oriented programming at the time. The overall result is satisfactory but there are many other assets I could work on. |
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Javascript Pong 2023 (Keyboard Only)Paddle movement player 1 keys: "Z","X";Paddle movement player 2 keys: "N","M"; As a beginner in programming, I had to get used to the idea of making programs out of code without the visual implementation of components that Unity uses. Pong was created in Visual Studio using JavaScript. Pong was the first 2-player video game ever created which contains two paddles that pass a ball from side to side until one of the paddles misses the ball. |
First Game in Unity 2D 2023In the first term of university, we were required to develop a 2D platformer game which opened the doors to game development. This was the first time I have learned how to use Unity and how to program in C# which got me interested in the making of games. It was a platformer game where the aim of the player was to complete the level by obtaining keys to unlock doors and destroy enemies. |
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Game Jam Collaboration 2023A Game Jam event took place at the University of Greenwich. We were assigned the theme "Roots" and given 3 days to develop a game. Together with 3 other classmates, we made Mole Sweeper which is a game similar to Minesweeper but the players must dig up root vegetables and the aim is to find the mole. My role throughout the developing stage was as graphic designer; therefore, all of the assets were made and designed by me. |