Roles: Game design, narrative design, programming.
A cozy, UI-driven dating sim where you run a love potion shop. Mix ingredients that mirror each
customer’s personality, deliver the potion, and watch the story unfold — until it’s finally your turn.
Built fully in Unity UI with custom drag-and-drop interactions, animated feedback, and a
wave-based narrative structure. The theme was "Nothing it what it seems to be".
Roles: Game design, narrative design, programming, room level design, puzzle design, room UI/UX, sound design.
My most ambitious project yet. Created over the course of three months by a team of four, this game blends narrative storytelling with horror platforming. You play as Aislinn, a young woman from Nova Scotia who is trapped in a recurring nightmare. Will she ever break free from the curse?
Click here to play (still in development)
Roles: Game design, level design, UI/UX design, sound design.
Created in 48h for the Kenney Game Jam 2025 (theme: Power). What happens when you give tortured lab rats the ability to absorb electricity, multiply, and fry their captors alive? In this puzzle-platformer gone rogue, you control a swarm of vengeful rats on a mission to escape a brutal research facility. The catch? Every trap kills. Every rat counts. And the only way to grow your army is to steal power from the humans who abused you.
Is it dark? Yes. Is it absurd? Absolutely. Will you regret playing it? Only if you hate freedom. 🐀 Lead the revolt. Chew through the wires. Unleash your inner swarm.
Role: Level Designer.
This project began as a school assignment developed by a team of two. Together, we came up with the idea of a laser that players must direct to unlock levels. I was primarily responsible for designing the levels, while my teammate handled the programming.