SIDE PROJECTS
2 weeks
4 people
school project
FALE
Interactive Experience About Avoidance
FALE is a 5-minute interactive narrative exploring the psychological impact of avoiding failure. Players are presented with two futures: one beautiful yet difficult to achieve and another bleak but easily accessible. By subtly guiding players into failure early on, the game examines how individuals react to setbacks—many ultimately choosing the less desirable but more attainable path.
FALE resonated deeply with some players but left others disengaged, highlighting the challenge of designing for broad audiences when tackling game design. The key takeaway? Not every game should cater to everyone—intentional design for a specific type of player can create a more meaningful and specific experience.
1 month
solo
school project
STICK SEASON
Puzzle Game Centered Around Single Object
Temple Raid is a short puzzle game where players explore a hidden temple in search of a forbidden treasure. The game revolves around a single mechanic: a versatile stick that can be used in multiple ways to solve puzzles and progress through the temple’s challenges.
This project reinforced the idea that depth in gameplay doesn’t always come from complexity—sometimes, a simple mechanic can offer a wide range of possibilities. Designing puzzles around a single tool led to a more cohesive and engaging experience, proving that small mechanics can have big impact.
experiments
2 months
6 people
school project
CYBER CLASH!
Bluffing-Card Game
This project explored hybrid digital-physical gameplay by combining a traditional card game with on-screen avatar movement. Designed for four players, the game challenged each participant to reach their designated goal on a shared map. Players could play movement cards to advance or use hinder cards to strategically block or disrupt opponents. This mix of physical card play and digital visualization created an engaging blend of strategy and adaptability. While the mechanics functioned well, the project reinforced the importance of balancing player agency with randomness—ensuring that skillful play felt rewarding without eliminating the excitement of unpredictable outcomes.
3 weeks
solo
school project
FOR HIRE
Physical Board Game About Army Building
For Hire is a strategic board game where two rival warlords hire mercenaries to wage war for their kingdoms. The gameplay focuses on board management, tactical trades, and resource allocation, with a core design goal of ensuring victory is determined by player skill rather than luck.
At the heart of the game is a shared mercenary marketplace, where both players must make calculated decisions: hiring mercenaries that strengthen their own forces or denying their opponent key assets. This creates a dynamic, high-stakes strategy loop where foresight and adaptability are key to victory.
2 weeks
solo
passion project
UNTITLED
FPS-Fire Mode Experiment
This short project explored dynamic weapon mechanics, with guns featuring alternate fire modes based on mouse input. The primary goal was to deepen my understanding of code structures, including inheritance, interfaces, and scriptable objects. But of course, I also wanted to create something I found genuinely interesting and exciting. Inspirited by DOOM 2016, I developed four distinct weapons, each with two firing modes. While technically successful, the experience reinforced the importance of gamefeel. Cool mechanics and potentially interesting ideas alone weren’t enough to make shooting satisfying.
3 weeks
2 people
school project
UNTITLED
Virtual Reality “Bending” Experiment
This VR project let players cast spells using hand gestures, aiming to recreate the immersive feeling of elemental bending, inspired by Avatar: The Last Airbender. Players could summon and control different magical abilities through intuitive motion-based inputs.
Working on this project was an exciting dive into new territory, experimenting with VR and the Oculus Quest for the first time. Exploring gesture-based spellcasting was both a challenge and a thrill, as I tested different ways to make the motions feel natural and satisfying. It reinforced how important it is to step outside your comfort zone and try new technologies—broadening your horizons not only expands your skill set but also sparks fresh ideas and creative problem-solving.
artwork
While I don’t draw as much these days, I’ve always had a passion for creative expression beyond just game development. These drawings showcase my broader artistic interests and my appreciation for visual design—skills that help me collaborate with artists and think more holistically about game aesthetics.
is my obsession with dragons obvious yet?
writing
IT CAN’T BE FOR NOTHING
Research Paper on the Differences in Narrative Quality Between TLOU: Part I and II
This research explores how The Last of Us: Part II struggled to meet the narrative standards set by its predecessor. While the original The Last of Us was widely praised for its character-driven storytelling and emotional depth, its sequel sparked controversy among fans and critics alike. Through an analysis of narrative quality and structure, this paper examines what made the first game so impactful, identifies the shortcomings of its sequel, and evaluates whether The Last of Us: Part II succeeded as a continuation of the story.