Minor Project Showcase
Places of Power
Team Size: Solo | Project Duration: 2 weeks
Small 3D card game prototype developed for a sound design course. Set in a cabin-inspired scene, the project features a shared deck, symbolic card effects, and manually interpolated animations. The goal is to play one of each card type onto the board while managing interactions like card destruction and deck manipulation. The project served as a focused exercise in building game systems from scratch to support audio integration.
Key Systems:
Shared draw pile used by both players
5 unique card types: Temple, Ocean, Graveyard, Volcano, Rainforest
Win condition: control one of each card type
Card effects: destroy opponent's card, retrieve from discard, peek at deck
Manual interpolation for card and camera movement
Single 3D scene with static lighting and ambient props
Mighty Fox
Mighty Fox is a 3D isometric action-RPG built for a class assignment, where the player explores a dungeon as a summoned fox tasked with defeating the villain Ely and saving a town in peril. The game features collectible items, branching dialogue, and a turn-based combat system built using ScriptableObjects. Abilities are acquired by picking up books in the world, which unlock new actions during combat. The project includes a full gameplay arc, a boss fight with original music, and early experimentation with systems-driven progression and scene transitions.
Key Systems:
Turn-based combat using ScriptableObjects for modular ability definition
Dialogue system tied to item interaction and ability progression
Player movement in a 3D isometric orthographic environment
Room-based camera system with animated tile transitions
Item pickups for keys, gold, and ability-granting books
Final boss fight with custom music and a hidden easter egg
Team Size: Solo | Project Duration: 3 weeks
Gardenia
Team Size: Solo | Project Duration: 3 weeks
Gardenia is a 2D top-down survival game inspired by Vampire Survivors and Plants vs. Zombies, built in Construct 3 as a class midterm. You play as The Farmer, defending your overrun greenhouse from waves of mutant plants using up to six automatically-firing tools. Each run begins with a starting weapon and evolves through experience-based upgrades and market purchases, enabling persistent meta-progression. The game emphasizes replayability, enemy wave design, and emergent difficulty scaling.
Key Systems:
Auto-firing tool system with 6 unique weapon types
Experience-based upgrade system with orb pickups
In-run market system for unlocking and enhancing tools
Directional movement using mouse navigation and rotation controls
Wave-based enemy spawns with increasing difficulty
Fully custom sprite animation for characters and enemies