WITW is a first-person horror game set in a remote, snow-covered wilderness.
A core feature of the game is a fully deformable snow system that generates dynamic trails for both the player and AI entities, making movement, tracking, and encounters feel immersive and believable.
I developed the game’s advanced AI, including realistic deer behavior and a dynamic chase sequence, using behavior trees, environment queries (EQS), and a dynamic speed system to create responsive, lifelike interactions.
The atmosphere is further enhanced by a dynamic weather system capable of producing blizzards and shifting visibility, adding tension and unpredictability to each encounter.
This project was created in a team of seven, including three designers and three artists, with my role focused on gameplay programming, AI systems, and environmental interaction.
This VR archery game focuses on delivering a highly responsive and realistic bow system, designed to feel intuitive and satisfying across a wide range of skill levels. The bow mechanics simulate real-world tension, draw strength, and aiming feedback to create an immersive archery experience.
I also developed a dynamic target-throwing system that launches moving targets with varied speeds, angles, and patterns, giving players a challenging and engaging training environment.
The project was created as part of a team, where I focused on gameplay programming, interaction systems, and fine-tuning the feel of the bow and targets to ensure smooth VR performance and a polished player experience.
I developed a 3D Tetris game as my first project. The game brings a fresh perspective to the classic Tetris gameplay by adding a 3D environment. Built using unity and c#, the project highlights my skills in collision detection, saving and loading game data, and game mechanics.
For this project, I implemented key mathematical concepts essential for 2D and 3D game development, including vectors, matrices, and collision detection techniques. Using RayLib and Cpp, I wrote code that handles vector and matrix manipulation and built unit tests to ensure accurate output. Additionally, I explored basic binary operations and implemented collision detection algorithms to determine object interactions. This project demonstrates my understanding of game math and coding, crucial for game development.