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Projects
Featuring past and present works that are either on hold or finished.

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More Info.
Project Status
On Hold // I am currently not working on it at the moment and unsure when I will get back to it; it is still in development.
Finished // I have no plans on returning to it and have settled to be complete.
Project Type
Game Project // A "playable" game or demo.
Creative Project // A piece of creative work that may or may not be related to games.
Possession Protocol

Status: Finished
Type: Game Project
Genre: First-Person Shooter
Made in: Unreal Engine
A 4-player local co-op shooter featuring 3 levels - each with their own unique environment. The main objective of the game is to retrieve a payload and bring it to workbenches for repair.
Along the way, you'll encounter enemy robots who will fire at you on sight with no mercy. But! What makes Possession Protocol stand out as no ordinary FPS game is that you have the ability to... well... possess. Yep!
Being able to possess enemy robots as well as stationary turrets (that also fire at you) throughout each level as you defend your teammates in carrying the payload to workbenches is really all that this game has to offer.
I'm gonna be honest, this is a tough one, even with teammates (lol). But I had a lot of fun making this game.
It was a collaborative project for one semester between two programs at my school, with game programmers and 3D artists. And in total, we were about 49 members as a team.
I was the team lead for the Game Mode/Level Design department, so that was: discussing environment updates with our fellow environment artists and mainly working on the objective system - so, ensuring that the game knows when players successfully retrieve the payload and repair it at the workbenches, and ultimately, make the game "beatable" from start to finish.
This project was also presented at Level Up Showcase 2025, located in downtown Toronto. Pretty cool!
If you're interested to know more about Possession Protocol, you can download the game and play it for yourselves from my itch.io page. The link to my page can be found via my socials! :3








Wintercroft Cottage

Status: On Hold
Type: Game Project
Genre: Choice-Based Narrative Horror
Made in: Godot Engine
Wintercroft Cottage is a special one to me as it's pretty much my first ever game that I was really focused on developing for a few months on a regular basis... well, until school came around... and I had to put this one to the side.
I don't plan on forgetting about this project - it's definitely not going anywhere, but for now, it remains to be on hold until I would want to make time to start developing on it again.
The project began in early 2024 - shortly after a game I made for a game jam - with the codename "Little Cabin" (yes, as if it was some top-secret operation). At the time, I wanted to make a game that I know I would love to work on - a passion project of sorts - and also just to build up my game dev experience with a game engine that's more on the beginner-friendly side.
So I thought: "Hey, why don't I try making a short and simple horror game in the Godot Engine?" After learning that it's great for 2D games and its scripting language, GDScript, is relatively easy to learn, I decided to pick up on it.
Also at the time, I was playing a lot of choice-based horror games, like The Dark Pictures Anthology game series and The Quarry, all by the wonderful game studio, Supermassive Games.
Wintercroft Cottage is a huge inspiration to those games, and of course, I would love to see it through to its release at some point in the future.








Plucky Chickens!

Status: Finished
Type: Game Project
Genre: Platformer
Made in: Godot Engine
A (joyful) 2D platformer. My first ever (official... I guess?) game made in the Godot Engine. Plucky Chickens! was part of an assignment that I had to do for school in early 2024, and we had to take part in a game jam.
Most people in my class went and did the Global Game Jam that happened at my school's campus, whilst I (being the introvert that I am) chose not to take part in it. Instead, I searched for a game jam online over on itch.io and signed up for the Finally Finish Something jam.
The rules for this game jam were pretty simple and relaxed - all you had to do was submit a game project that you would want to finish. Whether it was something you had started before the jam but haven't 'finished' or if you wanted to start something new and try to complete it by the end of the jam, those options were accepted.
If I remember correctly, I think I submitted Plucky Chickens! about 5-10 days before it all ended, which was kind of great because it allowed for some people to try it out early. I did receive some feedback about the game and have acknowledged them to those who have left comments.
This was a fun opportunity. I was very eager to see what people thought about it considering it's my first (official...?) game. It's not the most crazy and spectacular game - it's just a simple 2D platformer - but for my first ever experience of trying to finish making a game, I'd say it went pretty well and I was quite satisfied with how it all turned out.
Oh! One thing I forgot to mention about this project was that I... had a little oopsie. Basically, I had lost hours of progress towards the end of developing Plucky Chickens! because of some corruption to the scene files. How did that happened? I will never know. And since I didn't have any backup copy of the project, I had to redo some of the terrain and level editing for 3 out of the 6 levels of my game.
Heh... Game dev fun times :D
If you would like to check out Plucky Chickens! and play it for yourselves, you can find its itch.io game page via my socials. ^w^








Modeling, Texturing, Lighting - 3D Modeling

Status: Finished
Type: Creative Project
Modeled & Rendered in: Autodesk 3ds Max
Textured in: Adobe Substance 3D Painter
A lighting project for my 3D Modeling and Animation class.
First, I modeled a simple mug in 3ds Max. Then textured it in Substance Painter. Then rendered it in a scene with "Arnold" lights set up.
Why a mug? Good question. Well... we had the option to model whatever we wanted for a soft-body model (as long as it's not inappropriate), so I thought I would want to model Joel's mug from The Last of Us Part II. But since the texturing might have been too complex for me to do with the owl and such, I just textured a simple fox logo and a paw print. And I drew them myself by hand (or mouse) following reference images. ^w^
For my first time ever trying 3D modeling, I wouldn't say this is half bad. I especially had fun with texturing and setting up the coloured point lights and spot lights.
Would I want to do something like this again in the future? I'm thinkin' unlikely.
I prefer being a programmer, not much of an artist. TwT
This was super fun, though! And I enjoyed the creativity I got to put in. :P






Environment Assets - 3D Modeling

Status: Finished
Type: Creative Project
Modeled & Rendered in: Autodesk 3ds Max
A modeling project for my 3D Modeling and Animation class.
This was our first introduction to some of the common modeling tools in 3ds Max, as well as the process of UV unwrapping. We just had to model 3 objects for environment assets: a skid, a barrel, and a crate, and unwrap them. It was kind of a pain if you didn't know how to unwrap properly, but I still managed to get through it anyways...
Me making duplicates and putting them together to make a pile of junk was just me being extra.
Small project, but fun to learn in the process! :D


The Games Dynasty Magazine - Writing


Status: Finished
Type: Creative Project
Designed in: Canva
This was something I did back in high school in my Writer's Craft course, where we had to design our own magazine. Of course, I went with the theme of video games, because... why not? I'm still very proud of this piece of work, even to this day.
It's pretty much a collection of written pieces I did prior to designing this magazine, including some weekly journal entries I did in class, short stories I've written personally and for class, and some feedback for a game I playtested during my co-op placement in 2022.
I think my favourite part of this magazine are the short stories, as they are written out in a 'play' or theatrical format, where you see each character's name followed by some dialogue - a script to a play, so to speak.
It was really fun putting this together, and I sure will miss writing stories such as these ones featured in this ol' magazine. But for now, it's game deving time.
Top 5 Favourite Video Games of All Time - Video Editing


Status: Finished
Type: Creative Project
Edited in: CapCut
This was a fun video I decided to make for an assignment I had in college. It was a long process, but I enjoyed putting it all together and editing it. Who knew video editing could be so tedious?
I first recorded raw gameplay of the games that I wanted to talk about. Then I written out the script for the video; recorded myself speaking over it. And then I gathered all of the video and voice recordings and edited them in CapCut to make this 15-minute video of me blabbering on why these are my top 5 favourite video games of all time. I also used Canva to design the pop-ups that come on screen as I talk about each entry.
But yeah. Enjoy me rambling on for 15 minutes, why don't ya? (consider hitting that Like button, and subscribe for more content!)

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