Projects
World Hopper
Outcome and Achievements
This is a completed playable prototype and finished game, created for the Brackeys 2026.1 Game Jam. It was designed with the theme "Strange Places" in mind and has since been published on Itch.io.
Players responded positively to the game, describing it as a short but polished experience with a simple gameplay that ran smoothly and performed well. Feedback suggested adding more advanced movement mechanics, improving the UI and adding scene transitions, as well as including music and sound effects to create a more immersive experience. Due to technical issues with Unreal Engine during development, audio could not be implemented in the game jam version. Future updates will focus on adding music and sound effects, refining the UI and adding scene transitions, and expanding the movement mechanics based on player feedback.
Skills Gained
I gained skills in designing multiple themed levels, building player movement in Unreal Engine, creating voxel art assets in MagicaVoxel, successfully creating a complete game jam project within one week, and playtesting and refining gameplay.
Tools Used
I used Unreal Engine for gameplay programming, level design and lighting. Photoshop for UI artwork, and MagicaVoxel for creation of voxel-style 3D assets.
Credits
I did the game design, level design, programming, 2D art, 3D modelling, UI design and Playtesting.
Music and Sound Effects By:
- OwlishMedia.
- Prinsu-Kun
- FacadeGaikan
- Almitory
- mix2020
Inspiration
This game was created for the Brackeys 2026.1 Game Jam, where the challenge was to design an experience around the theme Strange Places. Rather than setting the game in a single unusual location, I designed the player as a simple cube to keep the focus on movement and the exploration instead of character detail as well as focusing on the details of the strange worlds themselves. The game features four distinct worlds, each with its own chaotic and surreal environment to make every destination feel unpredictable. These design choices allowed the gameplay and environments to work together to support the overall concept of discovering increasingly bizarre places. Each colour of the world represents difficulty, blue means very easy, green means easy, orange/yellow means medium while red means hard.
Project Overview
Time Period: 15th February 2026 - 22nd February 2026.
Players navigate platforms across four strange worlds. Reaching the potion at the end of each level transports the player into an entirely new environment, reinforcing the theme of travelling through strange places.
Prototype Bounce
Outcome and Achievements
This is a completed playable prototype and finished game created for the Patch Notes v1.1 Game Jam. This project challenged me to design and develop a complete game within a short timeframe while exploring the jam's themes of Out of Time and the bonus theme Logos.
Although the game was not submitted before the jam deadline, it was fully completed and has since been published on Itch.io, where it is available to play.
Skills Gained
I solved gameplay and movement problems in Unreal Engine. Gained extra skills in planning and completing a playable game within a short deadline. I created all assets. Further improved my rapid prototyping skills. And learned how to prioritise features when time became limited.
Tools Used
I used Unreal Engine for the gameplay programming, level creation and Play-testing.
I used Photoshop for UI elements.
Credits
I created everything for this project, I did the Game Design, Level Design, Programming, 2D Art, 3D Modelling, UI Design and Play-Testing
Music and sound effects were left out completing the core gameplay before the Game Jam deadline due to time restrictions.
Inspiration
This project is inspired by the themes "Out of Time" and "Logos”, however due to the limited development time, the final game focuses more on demonstrating a basic gameplay concept than fully exploring the themes.
Project Overview
Time Period: 16th January 2026 - 26th January 2026.
Prototype Bounce is a short first-person exploration prototype where the player controls a cube, explores a simple environment, and searches for the bounce pad to complete the level.
Door Search 2
Outcome and Achievements
Door Search 2 is a completed playable prototype and finished game developed for the Patch Notes 1.1 Game Jam. It was intended for submission under the theme Out of Time and the bonus theme Logos, but a different project was submitted to the jam by mistake.
I am also having trouble with the batteries in the game, as they don’t always seem to work, this will be changed in future updates.
Now available on itch.io!
Skills Gained
This project further improved my ability to design under strict time constraints as well as my planning and problem-solving skills. I developed and implemented a battery-based resource system in which players can use batteries to help fix their torches and be able to see in the dark. However, this is a very faulty system that needs to be fixed in future updates.
Tools Used
The game was created using Unreal Engine and Photoshop.
Credits
I created all core development work including: The Game Design, Level Design, Programming, 3D Modelling, UI Design and Play Testing
Music and Sound Effects By:
- Unreal Engine 5.4.
- MAOU
- Tsorthan Grove.
- Tozan.
- Macro.
- BMacZero.
Inspiration
The Out of Time theme directly influenced the flashlight battery mechanic, in which, the player must work against the clock with how much battery life on their torch they have before the flashlight dies out. The Logos bonus theme was added as an environmental detail, with Rubix Studios, Patch Notes, and Indieformer logos appearing as paintings (which are glowing for some strange reason, something I found during development that I couldn’t currently fix) within the mansion.
Project Overview
Time Period: 16th January 2026 - 26th January 2026.
The game is a first-person horror exploration experience set in a dark, haunted mansion. The core gameplay loop is simple: the player must navigate through dark rooms, locate the exit door in each level, and escape before their limited flashlight battery runs out. Visibility is deliberately restricted, meaning players must constantly choose between saving battery power and using light to safely explore.
Batteries are scattered throughout the mansion to provide temporary relief, but they are very limited.
Cube Drop
Outcome and Achievements
This is a finished playable prototype.
It was completed within the game jam deadline.
Now published on Itch.io.
Skills Gained
From making this project, I strengthened my problem-solving, project planning, coding, asset creation, and time management skills. I recreated a classic block puzzle game, which meant that I was challenged to program the core gameplay mechanics of that game. Therefore, helping me improve my programming abilities while solving technical problems to make the game function correctly. I also developed my time management and multitasking skills by working on this game alongside the Patch Notes Game Jam. This meant that I had to organise my workload, prioritise tasks, and meet the deadlines for both projects. Developing games within the time constraints of this game jam also improved my ability to plan work efficiently and deliver a finished prototype.
Tools Used
Unreal Engine for programming, gameplay, UI, and 3D models.
Photoshop for creating 2D artwork.
Credits
I did the Game Design, Level Design, Programming, 2D Art and UI Design Playtesting.
Music and Sound Effects By:
- KASTLE Knight.
- ThomeStarr.
- wyver9.
- EdenVe.
Inspiration
The game jam theme, "Analog Memory," encouraged developers to draw inspiration from physical media, retro technology, and nostalgic experiences before the digital era. The genre we had to use in this jam was falling block type games.
I chose the game Tetris because it was a game I had always wanted to make my own version of it.
Project Overview
Time Period: 13th September 2025 - 22nd September 2025.
This is a Tetris-style falling block puzzle game where the objective is to score as many points as possible by clearing horizontal lines. Players rotate and position falling blocks to fill complete rows, which disappear and make room for more pieces. As the game continues, the blocks keep falling, requiring quicker decisions and careful planning to prevent the stack from growing too high. The game ends when the tower of blocks reaches the top of the play area, leaving no space for new pieces to spawn.
Door Search
Outcome and Achievements
This is a completed playable prototype created for the Patch Notes Game Jam 2025 with the themes The Error Is the Feature and Fake Publisher Splash.
Players enjoyed the faulty flashlight mechanic because it helped create an oppressive atmosphere. Although, they felt that the flashlight bug wasn't unreliable enough to become a true gameplay challenge, as sometimes it wouldn’t always be faulty as it should be. Players also suggested adding an Exit button after finishing the game (something which I forgot to add during development). From this feedback, I learned the importance of making the game’s core mechanic more impactful as that way it can improve the player’s experience.
Now available on Itch.io.
Skills Gained
I gained more problem-solving skills by creating the faulty flashlight mechanic, as I tried to work around my game by focusing on this bug and tried to make it work. Gained more programming skills by implementing the gameplay systems such as the flashlight mechanic. Project planning by completing the game within a very short game jam deadline. And finally, polishing skills by adding a publisher splash screen and improving presentation and making my game look more professional.
Tools Used
I created this game using Unreal Engine 5.4 and Photoshop.
Credits
My roles were Game Design, Level Design, Programming, UI Design, 2D Art and Playtesting.
Music & Sound Effects: Unreal Engine 5.4, MAOU, Tsorthan Grove, Tozan, Macro, and BMacZero.
Inspiration
The game was inspired by the game jam theme; The Error Is the Feature. I wanted to turn a bug into the main gameplay mechanic, so I experimented with different Unreal Engine features until I made a flashlight system, where it didn’t always work as I wanted it to. Instead of fixing the problem, I built the game's core idea around it.
The unreliable flashlight became the main gameplay mechanic. Players must explore a dark, haunted house and find the exit while dealing with the flashlight randomly switching off or not turning on properly. Therefore, turning the "error" into a challenge players must overcome to complete the game.
To meet the optional Fake Publisher Splash theme, I created a fake publisher splash screen that appears before the game begins. Although it is not an actual fake publisher screen as it is based on my own game development profile picture, it fits the challenge by presenting the game as if it were published by a fictional company.
Project Overview
Time Period: 12th September 2025 - 15th September 2025.
Escape a haunted mansion by searching for the exit while relying on a faulty flashlight that may fail at any moment.
Biscuit Risk
Outcome and Achievements
This is a completed arcade game prototype created for Brackey’s Game Jam 2025.2 with the theme "Risk It for a Biscuit.".
Players must eat as many cookies as possible before the cookies disappear while also avoiding poisonous cookies that instantly end the game.
The feedback for this game was mixed. Players liked the unique post-apocalyptic concept and understood that the goal was to eat as many cookies as possible before they disappeared while avoiding the wrong biscuit, which would end the game. Several players commented that the game had a lot of potential and could become a fun arcade-style high-score game.
However, players also found several issues that affected the gameplay. The biggest problem was that the clicking for when the player was near a biscuit did not always register, making it difficult to eat cookies consistently. Although the character changed colour to indicate they were eating, this visual feedback was confusing because the biscuit often remained on screen when it wasn’t supposed to. Overall, players found the inconsistent click detection, camera shake, and strong motion blur distracting, which made the game harder to play.
Overall from this feedback, I learned the importance of making player actions responsive when they are trying to do something and provide clear visual feedback for their actions. Overall, this project has taught me the importance of polishing player controls and gathering playtesting feedback early in development, and I’ll make sure to do this for future projects.
This game was also accidentally submitted into Patch Notes V1.1 Game Jam.
This game currently has no music to it.
Skills Gained
This project has improved my project planning, time management, Unreal Engine programming, problem-solving, and asset creation skills through completing a game jam within a one-week deadline.
Tools Used
I used Unreal Engine and Photoshop to create this game.
Credits
My roles in making this game were: Game Design, Level Design, Programming, 2D Art, UI Design and Playtesting.
Inspiration
The theme "Risk It for a Biscuit" inspired the idea of making biscuits, cookies and risks the centre of the game, with players constantly deciding whether to take a chance for a higher score. The gameplay reflects the theme by challenging players to eat cookies before they disappear, while the players also must take the risk to eat the cookies as some may be poisonous. Choosing not to take the risk means missing out on points, therefore creating a simple risk-versus-reward gameplay loop.
Project Overview
Time Period: 24th August 2025 - 31st August 2025.
Collect and eat as many biscuits as possible while avoiding poisonous biscuits to achieve the highest score!
Ghost Labyrinth
Outcome and Achievements
This is a finished playable prototype made for the Game Maker’s Toolkit Game Jam 2025. In the game, the player must navigate looping haunted labyrinths while avoiding ghosts that could give them a game over. The project is currently available on Itch.io.
However, the game has some bugs and problems. Only 2 of the planned 4 levels were completed, and some ghosts do not move as intended or give the player a game over. There was also packaging problems which prevented the project from being fully completed and submitted on time into the jam. In addition, the game currently has no music or sound effects. These will be fixed in future updates.
Skills Gained
I developed key skills in project planning, time management, and problem solving while working within a strict 5-day deadline for this project. For example, I created a basic development plan to do research, programming, art, incorporating the theme more by adding additional features, and then finally package the project and sending onto Itch.io. I used my time management skills by breaking the work into daily tasks (such as one day doing coding, another day doing art, and another doing additional features), although I underestimated how long packaging and debugging would take, which contributed to missing the jam deadline.
I also used problem-solving skills when the game would not package correctly for export; I tested different build settings and gradually identified the issue, eventually fixing it, even though it was too late for submission. This experience taught me to allow extra time for technical issues in future projects and to test builds earlier in the process.
For asset design, I applied the theme by creating a labyrinth structure, designing a single looping path so the player is continuously navigating a circular labyrinth, reinforcing the idea of loops through level design rather than repeated mechanics. However, my coding skills still need improvement, as the ghost AI is inconsistent—some ghosts move correctly while others remain still, and the ghosts don’t always trigger a game over when the player is hit. This has highlighted the need for better testing and debugging practices, which I plan to improve in future updates.
Tools Used
I used Unreal Engine and Photoshop to make this game.
Credits
I did the Designs, Level Design, Programming, Art (2D & 3D), UI and Playtesting.
Inspiration
The game was inspired by the theme of Loops. The theme was incorporated by having the player navigating a labyrinth that continuously circles while avoiding roaming ghosts that could give the player a game over.
Project Overview
Time Period: 30th July 2025 to 11th August 2025.
Find the exit of a haunted labyrinth while avoiding relentless ghosts. You must navigate twisting corridors as you fight your way to freedom. Can you escape the labyrinths?
Electron Drift
Outcome and Achievements
This is my fifth complete playable prototype and was developed in just five days for the New Anglia Game Jam 2025. The game was designed around the theme "Transference."
Feedback suggested adding a "Restart Level" button. I could do this for the victory screens, however, due to the game's fourth wall-breaking concept, I cannot do this for the game over screen as the idea is, making a wrong turn causes the computer to crash, which intentionally closes the game. So, therefore for future updates, I’ll add a restart option just on the victory screen as it will keeping the game's concept intact. The project also received positive feedback for its unique approach on the exploration puzzle genre.
The game is now available on Itch.io.
Skills Gained
I improved my problem-solving skills while developing the electron movement system, which was the most technically challenging feature in the project as I wanted the electron to fly because I wanted to represent the way electrons flow through circuits, and therefore help the gameplay feel more immersive. My time on this project also strengthened my project planning and time management skills as I was completing the project within a five-day deadline. Additionally, I gained further experience in programming, level design, and asset creation.
Tools Used
The tools I used to make this game were Unreal Engine, Photoshop and Magicavoxel.
Credits
I created the whole game, which included the Game Design, Level Design, Programming, 2D Art, 3D Modelling, UI Design and Play-Testing.
Music and Sound Effects were created by
- Tsorthan Grove.
- Spargus.
- EZduzziteh.
- FoxSynergy.
- Qubodup.
- jkfite01
Inspiration
The game was inspired by the New Anglia Game Jam theme, "Transference." During research, I discovered how electrons transfer energy through circuits and used this concept as the base for the game's mechanics and narrative.
Project Overview
Time Period: 9 June 2025 – 13 June 2025.
Electron Drift is a puzzle-exploration game created for the New Anglia Game Jam 2025. Players take control of an electron travelling through a computer's circuits, transferring power to keep the system running. The game combines navigation puzzles with a fourth wall-breaking narrative that treats the player's computer as part of the game world.
Luigi and Narla: The RPG.
Outcome and Achievements
This was my final project of my second year of college. It earned me a merit overall.
This is my fourth playable prototype.
This game is currently available on Itch.io.
The game was originally about both Luigi and Narla. However, due to time restrictions, Narla was included as an NPC rather than a playable character.
Skills Gained
This project helped me improve my problem-solving skills. It also strengthened my project planning and time management skills. As a result, I developed a better system for working on games with short deadlines. My method is to write down everything that needs to be completed, organise it into a timetable, and focus on one task at a time without overlapping work. This helped me stay organised even when some features were still unfinished.
The project also improved my coding skills. One of the biggest challenges was creating the text system at the beginning of the game, as it took a lot of testing to get it to work properly. In addition, the project helped improve my asset creation skills. It encouraged me to experiment with different designs for Luigi and other elements. This led to the monsters looking like Luigi. The reason being is that I did not have enough time to create a completely new monster design, so I reused one of Luigi’s earlier designs instead.
Tools Used
The engine I used to create this game is Unreal Engine. I also used Photoshop.
Credits
Created by Rubix Studios
- Responsibilities: Game Design, Programming, 2D Art, Animation, UI Design, and Testing
Music composition by Gracie Music.
- Portfolio: Instagram (https://www.instagram.com/graci.e_music?igsh=cm10cXJxdmx2N3c2 )
Sound effects were sourced from various creators and organisations, including:
- Almitory
- Aeva
- AntumDeluge
- BMacZero
- Blender Foundation (submitted by Lamoot)
- dklon
- Fupi
- greg300
- kurt
- nicolebutspooky
- qubodup
- Spring Spring
- The Berklee College of Music (qubodup)
- themightyglider
- trezegames
Inspiration
This was inspired by numerous RPGs, particularly the older ones. I wanted this game to be a parody of the classic RPGs.
My main characters, Luigi and Narla, are based on my real-life dogs, Luigi and Narla. In addition, they are also the inspiration for my profile picture.
Project Overview
Time Period: 24th February 2025 - 23rd May 2025.
Join Luigi, the yellow dog, in Luigi and Narla: The RPG!
This 16-bit role-playing adventure follows Luigi as he (reluctantly) explores the mysterious Land of Legends. Battle enemies and earn EXP. With classic RPG progression, charming characters, and an adventurous world to explore, the game offers an enjoyable experience for players of all ages.
Space Cruise
Outcome and Achievements
Overall, during development I managed to complete my second full playable prototype.
Feedback from other students showed that the original colour palette was difficult to handle while playing, so I researched accessible colour combinations and tested a tritanopia-friendly palette. I chose this option because it suited the sci-fi theme while improving accessibility.
The game is now available on Itch.io.
Skills Gained
During this project, I improved my problem solving, project planning, coding, asset creation, time management, and understanding of colour palettes.
Tools Used
The game was created by using Unreal Engine 5.4, Photoshop and Magicavoxel.
Credits
The whole game was created by me. I did the Game Design, Programming, 2D Art, 3D Modelling, UI Design, and the Testing.
Music and Sound Effects By: Blender Foundation, Fupt, Qubodup, and AtTechEye.
Inspiration
Numerous endless runner games I found during my research in rapid prototyping.
Project Overview
Time Period: 24th May 2024 - 25th October 2024.
This was a project I worked on during the summer of 2024, and during the first part of the term at the second year of college. This project was created while learning about rapid prototyping.
Space Cruise is a fast-paced sci-fi endless runner set in a top-down viewpoint. The player controls a rocket that constantly moves forward and must avoid meteoroids. If they get hit, it ends the cruise in space. This is a fun game for all ages, especially for fans of endless runner games.
The game isn't about anything specific as the game is designed to be simple, accessible, and enjoyable.
Tri-Burger!
Outcome and Achievements
This project was submitted to the BAFTA Young Game Designers (BAFTA YGD) 2024 competition.
It also earned me a merit for my first-year end-of-year college project.
Feedback from student and teacher playtesting helped improve the game design. This includes the addition of edible floors for the flies, which made the gameplay more engaging, as this causes the floors to break and could potentially make the 2 players fall, giving them an instant game over.
The game is now available on Itch.io.
Skills Gained
Throughout the project, I developed skills in rapid prototyping, problem solving, coding, asset creation, and time management.
Tools Used
The project was developed using Unreal Engine 5.2 and Photoshop.
Credits
I created the entire game, which includes the design, level design, programming, 2D art, 3D modelling, animation, UI design, and testing.
Music and sound effects were provided by FoxSynergy, Brandon Morris, Jesus Lastra, celestialghost8, Spring Spring, Jensan, adn_adn, and Soundsnap.
Inspiration
The project was inspired by the classic arcade game Donkey Kong 3.
Project Overview
Time Period: 14th December 2023 – 15th March 2024.
This was my first full prototype game, an arcade-style project suitable for all ages. It follows Teli and Kang, who are Triburgers (triangle burger people), as they battle their rival Kyklos (a circular pizza person), who invades their restaurant with man-eating flies.