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That Ghost Game Jan. - Feb. 2026

That Ghost Game is an arcade game I co-designed and programmed with a friend. The game is all about a physics based bouncing ball used to kill waves of enemies with bumpers and power ups. He did all the art assets whilst I programmed and iterated on the game design with him. See a development timeline here. 

 

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Silver Lining Nov. - Dec. 2025

Silver Lining is a 2D action platformer set in a supernatural setting on a train. The player's main weapon is a briefcase cuffed to their hand. Different items found on the train can be traded with passengers for upgrades. 
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Here is a MVP of the game concept that I made myself using visual free assets. I designed the level, combat and concept on my own. As well as programming in Unity 2D. You can play the prototype on Itch, on the left is a demo video.

The idea came from the prompt, "Unconventional Weapon". Below are some of my notes. 

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Match 3 Prototype Nov. 25

This is a prototype for a Match 3 puzzle game I made following a guide. I personally explored Unity's New Input system to make the project also playable for mobile devices. Find the Executable and .apk File.

Bad Beat is a high concept I designed and made a veritcal slice of for my final year at Brunel University. The solo project was to create design a commercially viable game from the ground up. 

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This is a top-down 2D action game with a playing card motif. The cards are used dynamically for the player to rotate upwards of 20 abilities at a time. This slice was made in Unity 2D. 

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I worked on combat design, both conceptually and numerically. As well as working on music, level design and doing market research. This can be seen in the design document for Bad Beat, also found here. 

Magrats is a co-op platformer made for Global Games Jam 2024. This game was made in a team, with me being the Leader, level designer and musician. 

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Our response to the prompt, "Make Me Laugh" was to make a co-op platformer rage game. Where you are magnetically connected to the other player and have to coordinate. The laughing coming from being chaotic. 

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For the level design, the jumps get tighter and tighter to test both player's patience. The same for the music as there is only one track that eventually becomes quiet annoying, something to laugh at while being frustrated. 

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Kintaro USA is a side-scrolling 2D beat 'em up game with multiple genres made using Agile development in teams during my second year at Brunel. I was the Scrum Master for multiple sprints, with my largest contributions being the main programmer and sound designer, music included. This was also a core experience for me as I was leading the project.

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Being the main programmer, I was able to create a template to make the core levels for my teammates. Also working on mini sections of different game genres between levels. 

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Music was also unique to each section, giving a fitting sound and genre to every different backdrop. 

This game was made in a team (BeRightBracket) under Octopus 8 studios. I was Lead Designer and Quality Assurance. ​This internship gave me invaluable experience on working in a games industry environment.

 

Cerebral Surge is a movement shooter where the lower your health is, the stronger and faster you are. As the lead designer, I worked on the enemy, mission and level design. As well, being the Quality Assurance, I made sure the game ran smoothly, but was also an enjoyable experience to engage with the core mechanic. 

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