Hoop Jump

The goal for this project was to prototype a hyper-casual game where we control a ball that traverses the path automatically but we can jump the ball at anytime using an aimer. The game was made entirely by me, including all models and animations.

The level design tool for this game was a modular system where prefabs could be welded together to form a level and any prefab could be selected to form a sequential list.

Highlighted skills:

This project was developed during my time at Hero Games. Due to being a prototype, there might be some bugs or unfixed issues in the video.

Tile Escape!

I developed the entire game except the 3D models and the selection of colors. See the gameplay video below:

My work for this game consist of:

Highlighted skills:

See the level editor in action below:

This project was developed during my time at Hero Games. Due to being a prototype, there might be some bugs or unfixed issues in the video.

Jump & Dash

The goal for this prototype was to create a runner with the feeling of Hollow Knight’s dash mechanic where we overcome obstacles / collect collectables by mainly jumping and dashing.

I coded the entire prototype, including SDK integrations such as Facebook SDK and Google Analytics. The running / dashing physics were implemented by me as I opted not to use Unity’s own physics engine for this project. I designed tools for the designers that allowed them to design the levels themselves by using:

See the showcase video below.

Highlighted skills:

This project was developed during my time at Hero Games. Due to being a prototype, there might be some bugs or unfixed issues in the video.

Donut Shop 3D

I implemented nearly the entire prototype except the customer 3D models. The dough and the cooking of the donuts were made by me entirely. See the showcase video below.

Highlighted skills:

This project was developed during my time at Hero Games. Due to being a prototype, there might be some bugs or unfixed issues in the video.

Squishy Ball

I developed the entire game including all visuals. The levels are generated, thus there is no level editor. However I did expose variables that allowed the game designers to change hoop heights and pole distances as they see fit, including the length of levels.

Highlighted skills:

This project was developed during my time at Hero Games. Due to being a prototype, there might be some bugs or unfixed issues in the video.