Games I Built

Playable experiments, game jam entries, and longer-form projects. Each one taught me something the documentation didn't. Watch the devlog, read the breakdown, play the build.

Unity Godot C# GDScript Aseprite FMOD Blender

The Build Log

  • Screenshot of Echoes of the Hollow — a 2D atmospheric platformer with procedural cave systems 18:24 YT 🏆 Jam Winner
    Unity · 2D Platformer

    Echoes of the Hollow

    72h Game Jam — 1st Place

    A 2D atmospheric platformer built in 72 hours for the Brackeys Game Jam. The player explores procedurally generated cave systems using echolocation — sound is the only light source. Built the procedural generation system from scratch using Wave Function Collapse, with a custom audio pipeline in FMOD that shifts reverb based on cave geometry. The hardest challenge was making procedural levels feel handcrafted: solved with curated room templates seeded into the WFC algorithm.

    • Unity 2022
    • C#
    • FMOD
    • Wave Function Collapse
    • Aseprite
  • Screenshot of Voidpusher — a minimalist physics puzzle game with magnetic force mechanics 12:07 YT
    Godot · Puzzle

    Voidpusher

    Solo Project · 3 weeks

    A minimalist puzzle game exploring magnetic repulsion and attraction as the sole interaction mechanic. Built in Godot 4 using GDScript. Each level is a single screen — no UI chrome, no score, just the physics. The design constraint of one mechanic pushed me to create 30 levels of increasing complexity without ever adding a second verb. Shader-driven visual style uses a custom palette swap system that responds to level tension.

    • Godot 4
    • GDScript
    • GLSL Shaders
    • Aseprite
  • Screenshot of Last Signal — a top-down survival game set on a dying space station 22:51 YT Top 10 LD
    Unity · Survival / Roguelike

    Last Signal

    Ludum Dare 56 · 48h Solo

    A top-down survival roguelike set aboard a deteriorating space station. Each run procedurally selects which systems are failing — life support, gravity, lighting — creating unique environmental hazards without writing unique levels. Built an entity-component system from scratch in 48 hours; it was terrible, and I learned exactly why Unity's ECS exists. The core loop: scavenge parts, patch systems, stay alive long enough to send the signal.

    • Unity 2023
    • C#
    • Scriptable Objects
    • Unity Tilemaps
    • Post-Processing
  • Screenshot of Threadbare — a narrative puzzle game about memory and unraveling cloth 31:42 YT
    Godot · Narrative Puzzle

    Threadbare

    Solo Project · 6 weeks

    A short narrative puzzle game where the mechanic is literally unraveling: pulling threads from fabric reveals hidden memories underneath. Built a custom 2D cloth simulation in Godot using Verlet integration — each cloth has a unique memory encoded in its texture, revealed as the player pulls. The dialogue system is built on Ink, exposing branching choice trees through the cloth metaphor. One of the first games I finished that had something to say.

    • Godot 4
    • GDScript
    • Ink / Inkle
    • Verlet Physics
    • Blender
  • Screenshot of Weight of Stone — a 3D first-person puzzle game about gravity and perspective 44:18 YT Featured
    Unity · 3D Puzzle / FPS

    Weight of Stone

    Solo Project · 8 weeks

    A first-person puzzle game inspired by Portal and Antichamber, where each room operates under a locally different gravity direction. The challenge: build a gravity system that can flip mid-room without nauseating the player. Solution involved blending gravity vectors over 400ms using an animation curve, smoothing camera rotation separately from character physics. Built custom portal rendering using render textures with a recursive depth limit.

    • Unity URP
    • C#
    • Render Textures
    • Custom Physics
    • Blender
    • ProBuilder
  • Screenshot of Noise Garden — a generative audio-visual toy built with procedural terrain 16:33 YT
    Godot · Generative / Toy

    Noise Garden

    Experimental · 2 weeks

    An interactive generative toy — not quite a game — where terrain generated with layered Perlin noise produces music. Each vertex height maps to a pitch; player movement triggers notes. The "garden" grows over time, the music evolves. Built as an experiment in procedural audio and to understand how terrain generation algorithms differ (Perlin vs Simplex vs Diamond-Square). The most peaceful thing I've built.

    • Godot 4
    • GDScript
    • Perlin Noise
    • AudioStream
    • Mesh generation
  • Screenshot of Coldfront Protocol — a strategy tower defense game with environmental hazards 28:09 YT
    Unity · Strategy / Tower Defense

    Coldfront Protocol

    Solo Project · 10 weeks

    A tower defense game where weather systems are the primary threat, not enemies. Blizzards reduce tower effectiveness, flooding reroutes paths, fog of war obscures placement zones. Built a grid-based pathfinding system using A* with dynamic weight adjustments based on environmental state. The AI director scales weather intensity based on player performance — a hidden difficulty curve made from atmospheric data rather than enemy count.

    • Unity 2023
    • C#
    • A* Pathfinding
    • Unity DOTS
    • Shader Graph

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