CATWORLD
Look before you leap, ok?
May all your dreams come true.
This game was my first real forray into game dev. It was mostly intended to be a learning project, as I was determined to learn how to program, create 3D art, and everything involved with creating a game. But as with anything I make, I couldn't help but to put my heart into it, so it quickly became something very personal to me. In 2021 I released a small demo, and shortly after it gained a lot of eyes.
Development stagnated in 2022 and 2023. I worked on it when I was able to, but at the time I was facing a lot of problems in my personal life, along with creative block, frustration with technical hurdles, and wanting to work on other projects. Eventually I pushed myself to finish it in 2024 and released it for free on itch.io in early 2025. And I'm glad I did! For a while, not having finished it was weighing on me, but now it's something I'm immensely proud of, and still sits close to my heart.
Tools used to create CATWORLD:
- Godot 3: building/programming the game
- Blender: modeling/animating characters & objects
- Trenchbroom: creating game maps
- Gimp: texture editing & sprite creation
- Audacity: editing/creating sound effects
- Ableton: music



THREE VERSES (and THREE VERSES³)
Because we were once cowards,
we must now find and deliver THREE VERSES.
I first met Sphere in a game dev discord server where we found out that we happen to live in the same city, and we quickly became friends. He mentioned that he was working on a game for LSD jam, so I decided to collaborate with him. Wayne, also from the server, decided to team up with us, and in a few months we created what became THREE VERSES. It was a big hit with people in our little online circle, and it's sort of snowballed from there. We're currently working on an updated version of the game that we're realeasing on steam titled THREE VERSES³.
THREE VERSES is the first game a collaborated on where I wasn't just contributing sound and music. Due to the nature of the game, it's been pretty easy for Sphere, Wayne and I to take a a somewhat 'development anarchist' approach. We've structured it in a way where we each create our own areas within the game. Because of this, we all contribute to scenario design, programming, art, and sound.
One of my favorite things I made for THREE VERSES is the RPG battle minigame. During development of the initial jam game, I was determined to test my programming skills and create something I had never made before. It turned out great, and was a stand-out feature to people who played the game.

Tools used to create THREE VERSES:
- Godot 4: building/programming the game
- Blender: modeling/animating characters, objects, and maps
- Gimp: texture editing & sprite creation
- Audacity: editing/creating sound effects
- Ableton: music
UNTITLED ACTION/EXPLORATION GAME
This is a project I currently have on the back-burner, but it's something I've learned a lot in the creation of, and am quite proud of. I started working on this in 2023. In it's creation I overcome countless roadblocks learning to program and animate the character, and various game elements. So far it has culminated into this:
Some key things I've learned with this project:
- Modeling, rigging, animating 3D characters
- Implementing 3D characters with animation trees
- Designing enemy AI with state machines
- Designing complex 3D character movement
- 3D "lock-on" system for targeting enemies
- Hit/Hurt boxes
- Inventory system
- Cool 3D map screen B) (as seen in video above)
Tools used in creation:
- Godot 3: building/programming the game
- Blender: modeling/animating characters, objects, and maps
- Gimp: texture editing & sprite creation
- Audacity: editing/creating sound effects