Things I've built
These range from simple college assignments to games I shipped entirely on my own, and each one taught me something new along the way.
A naughty bunny finds a skateboard and a toy pistol, and starts terrorising the forest animals while making his escape. Skater Bnyu is a 2D endless runner built around one core idea: every obstacle demands a different reaction, not just a reflex jump.
- Reactive obstacle system — Broken Trees are crouched under, Tree Logs are jumped, Snakes can be jumped or shot, Eagles are countered with an air-crouch or a shot, and Tigers can only be dealt with by shooting. Spikes and Ground Traps punish contact with damage instead of instant death.
- Toy pistol — unlimited ammo, no cooldown, no reload, and can be fired mid-jump or mid-crouch. It keeps the bunny's escape playful and non-violent while still being a real tactical option against tougher animals.
- Health & risk-reward — a 100 HP bar takes -30 HP from traps/spikes and regains +20 HP from Flowers, so players are constantly weighing a shortcut through hazards against staying safe.
- Dynamic difficulty scaling — movement speed climbs 10% every 40 seconds up to a 1.6× cap, creating a smooth, fair difficulty curve instead of cheap obstacle spam.
- Carrot economy — carrots are a separate soft currency (score comes from survival time alone) spent on Bunny Skins and name changes, keeping progression cosmetic and skill-based.
- Bunny Skin system & Room (inventory) — 6 launch skins based on real rabbit breeds, purchased with carrots or unlocked via rewarded ads, equipped from a dedicated Room menu.
- Full meta loop — Home Menu, Shop, Room, Settings, save system (high score, carrots, skins, name, audio), and a mandatory 3-slide tutorial on first launch.
The full design paperwork behind the game, written and structured before writing a single line of code.
A classic egg-catcher game reimagined with a fresh theme. The player controls a rabbit holding a basket, catches falling carrots, and dodges worms along the way.
My own custom take on the classic Flappy Bird formula, built in Unity using free assets from the asset store.
Cut hanging apples at the perfect moment so they land in the basket below. A timing and physics puzzle.
A growing collection of 3D models built in Blender, ranging from simple everyday objects to more detailed, iconic game environments.
Custom levels designed in RPG Maker XP, using the Pokémon Essentials framework as a way to explore and practice level design.
My first Unreal Engine 5 project, and it turned out to be a fully functional bow and arrow shooting system, built entirely using Blueprints.
A team project built during a tight game jam window, where I worked as the designer shaping the core mechanics and pacing alongside a small team.
A Unity puzzle game built as a team college assignment, where my role was managing the project's tracking and organisation from start to finish.