Personal Projects
Personal Projects
Personal Projects

Game Experiments

Game Experiments

Game Experiments

A collection of small game experiments exploring mechanics, movement, and behavior through rapid prototyping.


Built using AI-assisted coding across different engines, these projects focus on quickly turning ideas into playable systems to understand how they feel, break, and evolve.

A collection of small game experiments exploring mechanics, movement, and behavior through rapid prototyping.


Built using AI-assisted coding across different engines, these projects focus on quickly turning ideas into playable systems to understand how they feel, break, and evolve.

A collection of small game experiments exploring mechanics, movement, and behavior through rapid prototyping.


Built using AI-assisted coding across different engines, these projects focus on quickly turning ideas into playable systems to understand how they feel, break, and evolve.

SkyFall

SkyFall is a minimalist endless falling experience where you guide a minimalist satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement of the satellite and camera. Instead of a fixed perspective, the camera and satellite shift slightly based on direction, creating a more cinematic and less predictable feel.

SkyFall was built in Godot using Cursor + Claude.

Music created in Suno.

SkyFall is a minimalist endless falling experience where you guide a minimalist satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement of the satellite and camera. Instead of a fixed perspective, the camera and satellite shift slightly based on direction, creating a more cinematic and less predictable feel.

SkyFall was built in Godot using Cursor + Claude.

Music created in Suno.

SkyFall is a minimalist endless falling experience where you guide a minimalist satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement of the satellite and camera. Instead of a fixed perspective, the camera and satellite shift slightly based on direction, creating a more cinematic and less predictable feel.

SkyFall was built in Godot using Cursor + Claude.

Music created in Suno.

Clip from SkyFall

Clip from SkyFall

PuzzleHunt

PuzzleHunt is a grid-based puzzle game built around simple, tile-by-tile movement. Each level is a compact system of enemies, hazards, and interactive elements where success comes from understanding how everything on the board behaves and interacts. The goal was to create something approachable at first, but that rewards planning and experimentation.


I avoided custom animation and instead leaned on simple system-driven motion (bounce, squash) to bring the game to life while keeping development fast. A structured grid system also made communication and iteration with Codex much smoother.


This project reinforced that vibe coding is great for quickly testing ideas, but scaling something like this into a full game would require more deliberate design.


Built in Love2D using Visual Studio and Codex. Audio was created with Suno and Adobe Firefly.

PuzzleHunt is a grid-based puzzle game built around simple, tile-by-tile movement. Each level is a compact system of enemies, hazards, and interactive elements where success comes from understanding how everything on the board behaves and interacts. The goal was to create something approachable at first, but that rewards planning and experimentation.


I avoided custom animation and instead leaned on simple system-driven motion (bounce, squash) to bring the game to life while keeping development fast. A structured grid system also made communication and iteration with Codex much smoother.


This project reinforced that vibe coding is great for quickly testing ideas, but scaling something like this into a full game would require more deliberate design.


Built in Love2D using Visual Studio and Codex. Audio was created with Suno and Adobe Firefly.

PuzzleHunt is a grid-based puzzle game built around simple, tile-by-tile movement. Each level is a compact system of enemies, hazards, and interactive elements where success comes from understanding how everything on the board behaves and interacts. The goal was to create something approachable at first, but that rewards planning and experimentation.


I avoided custom animation and instead leaned on simple system-driven motion (bounce, squash) to bring the game to life while keeping development fast. A structured grid system also made communication and iteration with Codex much smoother.


This project reinforced that vibe coding is great for quickly testing ideas, but scaling something like this into a full game would require more deliberate design.


Built in Love2D using Visual Studio and Codex. Audio was created with Suno and Adobe Firefly.

Clip from PuzzleHunt

Clip from PuzzleHunt

ArenaX

ArenaX is a team-based futuristic sport set inside a massive spherical arena, built around gravity-defying Rings that loop along the interior of the arena. I’ve spent time developing a broader vision for the game, but this prototype focuses on a single question: what does it feel like to play on the Rings?


When a player lands on a Ring, their gravity shifts to that of the Ring's surface, moving along the inner walls of the arena with the crowd below and the open space of the arena surrounding them. The goal was to validate whether this inversion of perspective and movement could create a compelling gameplay experience.


This was a complex idea to prototype with no clear reference point, so early sketches were critical in guiding iteration with Codex. The result is a playable prototype that captures the core mechanic.


Built using Babylon.js with intentionally simple visuals (blocks for characters) to stay focused on movement and interaction. Music is created used Suno, Adobe Firefly for sound effects.

ArenaX is a team-based futuristic sport set inside a massive spherical arena, built around gravity-defying Rings that loop along the interior of the arena. I’ve spent time developing a broader vision for the game, but this prototype focuses on a single question: what does it feel like to play on the Rings?


When a player lands on a Ring, their gravity shifts to that of the Ring's surface, moving along the inner walls of the arena with the crowd below and the open space of the arena surrounding them. The goal was to validate whether this inversion of perspective and movement could create a compelling gameplay experience.


This was a complex idea to prototype with no clear reference point, so early sketches were critical in guiding iteration with Codex. The result is a playable prototype that captures the core mechanic.


Built using Babylon.js with intentionally simple visuals (blocks for characters) to stay focused on movement and interaction. Music is created used Suno, Adobe Firefly for sound effects.

ArenaX is a team-based futuristic sport set inside a massive spherical arena, built around gravity-defying Rings that loop along the interior of the arena. I’ve spent time developing a broader vision for the game, but this prototype focuses on a single question: what does it feel like to play on the Rings?


When a player lands on a Ring, their gravity shifts to that of the Ring's surface, moving along the inner walls of the arena with the crowd below and the open space of the arena surrounding them. The goal was to validate whether this inversion of perspective and movement could create a compelling gameplay experience.


This was a complex idea to prototype with no clear reference point, so early sketches were critical in guiding iteration with Codex. The result is a playable prototype that captures the core mechanic.


Built using Babylon.js with intentionally simple visuals (blocks for characters) to stay focused on movement and interaction. Music is created used Suno, Adobe Firefly for sound effects.

Clips from ArenaX

Clips from ArenaX

Shots Fired

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

Clip from Shots Fired

Clip from Shots Fired

Revolver

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

SkyFall is a minimalist endless falling experience where you guide a satellite-like form through geometric obstacles in open space. It’s less about challenge and more about creating a calm, slightly disorienting sense of motion and infinity.

The main exploration was the relationship between movement and camera. Instead of a fixed perspective, the camera shifts based on direction, creating a more cinematic and less predictable feel.

Built in Godot using AI-assisted coding (Cursor + Claude), this was an early experiment in quickly prototyping behavior. One clear takeaway was how much of the process could be standardized, from basic movement systems to handling issues like z-fighting, to make iteration faster.

Clip from Revolver

Clip from Revolver