TECHNOMANIA
TECHNOMANIA is a chaotic First Person Looter Shooter, where you play as a killer robot that's gone rogue inside of a huge weapons R&D facility.
TECHNOMANIA is a chaotic First Person Looter Shooter, where you play as a killer robot that's gone rogue inside of a huge weapons R&D facility.
Final Blaze is an atmospheric action-platformer set inside a colossal industrial facility built to contain a living flame. You awaken as Flint, a small but powerful fire spirit, confused and alone in a mechanical world that fears your existence.
A ready made Player Controller for unity for those that want advanced movement out of the box.
This was my chosen specialization project, wallRunning on an already existing player controller of mine that features some advanced movement.
The thought and design behind the controller is to have a readily available controller with easily changeable variables for those that require advancement for things such as prototyping.
The features it currently has is: Sprinting, Crouching, Sliding, Dashing, Wall Running, Wall Jumping with more planned to be added.
The philosophy around the controller is also, in some attempted way to demystify movement and allow people to tweak the existing parameters to obtain something similar to what they want.
A detailed breakdown will be available soon™.
Is a comedy, visual novel and dating simulator. Where the player is tasked with capturing the hearts of the fishy residents of Nataville, a humble town at the bottom of the ocean. And just to be clear, yes it's actual fish you're dating.
Sleeping with the fishes was our first project at PSQ, featuring out inhouse engine tengine. The project was a testiment to our skill at the time, as it had us making a game from scratch without the bells and whistles of modern day engine, coupled together with varying levels of skills(both social and technical).
My contribution was creating one of the minigames, which I both designed completetly and provided a massive suite of various tools in ImGui. A detailed breakdown will come soon™.
About me
I'm a gameplay programmer with a focus on player movement and feel. I love building systems that make players feel powerful and in control — tight controls, responsive input, and satisfying feedback loops.
Currently studying at PlaygroundSquad, where I've shipped several projects across Unreal 5, Unity, and in-house engines. I specialise in character controllers and movement tech, but I'm comfortable across the full gameplay stack.