I am an artist and musician who discovered passion in the art of game development using Unity3D. I am thrilled to be on the path of making art come to life with C# and object-oriented programming. I love working in a team environment where we can inspire each other and collaborate on a creative vision. I firmly believe that great communication makes for a solid foundation in professional and personal endeavors. I consider myself to be a perpetual student when it comes to learning new concepts, programs and generally keeping up with current technology. I am looking for opportunities to work closely with other creative developers and artists in a studio environment making games in Unity!
Upcoming Releases
The Mad House: Season One
PROJECT SUMMARY
A top-down, rogue-like, bullet-hell shooter for Steam on PC and Steam Deck. This project is a collaborative effort, and is the first IP release for Indy Crazy Carrot Studios.
This project is currently in a private pre-release testing phase, before having a public early access release. (Release Date TBD).
I am involved in every step of the process as a Lead Unity Developer. My daily duties include anything from core game mechanics, to character controllers, Ai navigation, debugging, optimization, level design, cinematics, lighting and visual design.
Vector 21
PROJECT SUMMARY
An open world, 3rd person, story driven, science fiction, action adventure for PC. This project is a collaborative effort, and will be the second IP release for Indy Crazy Carrot Studios.
This project is on hold until The Mad House: Season One has been publicly released.
I previously worked on this project as a Unity Developer doing cinematics, lighting and visual design.
Published Games
Bonkers Bowling
PROJECT SUMMARY
This is a final certification project for the Physics Lab course material by GameDevHQ.
Throughout this course I learned about using Unity's Physics engine, various colliders, gravity controls, trajectory lines, joints, articulations and a variety of colliders.
This project uses the Observer pattern and Scriptable Objects.
Ai Invasion: Resistance is Futile
PROJECT SUMMARY
This is a final certification project for the Game Logic and Interactions course material by GameDevHQ.
Throughout this course I learned about using Unity's Navigation system, State Machines and Raycasting.
This project has a complex hit animation system that uses Interfaces, Raycasting and animation triggers.
Level Design
Moody Office Space
PROJECT SUMMARY
This is a final certification project for the Beautiful Games course material by GameDevHQ.
The office scene was created using Unity's high-definition rendering pipeline, and assets from the Filebase library by GameDevHQ. There is volumetric lighting and fog, baked and real-time lighting, post-processing and delicious light cookies.
Science Fiction Laboratory
PROJECT SUMMARY
This level design was made as part of the Beautiful Games course material by GameDevHQ.
Throughout this course I learned about using Unity's standard, universal, and high-definition rendering pipelines, modular level design, lighting, post-processing and scene optimization.
Cinematics
A collection of cinematic shorts, created as part of the Beautiful Games course material by GameDevHQ.
All cinematics and in-game cutscenes use Timeline editor and Cinemachine camera systems.


Temple Exit Scene

Intro Dialogue - Vector 21

Main Menu Clip - Vector 21
Certifications
Certification badges from completed course material by GameDevHQ.