Game Development
Why I Make Games
I got into game development at a relatively young age, starting with basic text adventures in Notepad using Batch scripting and the Windows Command Prompt. I even had the overly ambitious idea of making a Doom-like game in ASCII art—never finished it, but it was a fun experiment. Over time, I taught myself the basics and eventually moved on to real engines like Unity and Unreal. Unity was my first real game engine, and I’ve stuck with it a bit out of brand loyalty. I’ve tried dozens of projects since then, most of which I abandoned.
Primarily, I want to tell stories through the games I make. I do experiment with casual games sometimes, which I probably should do more of, but I find a well-crafted story far more appealing than simple cash grabs or empty casual games.
Challenges I Face
My main weaknesses stem from advanced coding, scope management, 3D modeling, and art. Most recurring challenges come from the lack of suitable art or the ability to create it myself. I’ve dabbled in both 3D modeling and 2D sprite creation, but as a perfectionist, if something doesn’t match my vision precisely, I seldom let it through.
Current Focus
My current game development work sits at the intersection of narrative design, engine experimentation, and long-term project planning. I’m building systems and storytelling pieces that can carry into future releases, instead of just chasing short-term prototypes.
Primary Projects
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FFE: Frontline Forge Engine — A modernized fork of the id Tech 4 codebase that I’m using as a long-term foundation for future projects. It is the core of my engine experimentation and is being developed with a focus on maintainability, performance, and reuse.
GitHub Repo | View FFE Roadmap -
Crimson Star: Ruins of Ash — A narrative-driven WWII first-person shooter being planned around a single soldier’s journey through the Eastern Front. The goal is to combine linear mission design with grounded combat, strong atmosphere, and a story that feels personal rather than disposable.
Current status: design and story planning
Completed and Archived Projects
- Red Descent (Completed) — A fast, arcade-style game I finished for Weekly Game Jam #198. The core concept was simple: survive an escalating wave of enemy circles while building a satisfying “just one more run” loop. Play here.
- Miridalia Monarchy (Completed) — A text adventure built with the textadventures.co.uk platform. I worked with a small team for music, art, and page support, and it served as a good reminder that game development doesn’t have to be only about large-scale engines. Play here.
Long-Term Ideas
- Astragenesis — A dream open-world exploration project that I started, but eventually had to step back from due to scope and AI complexity. I plan to return to it once the engine systems and tooling are more mature. Download Here
- Offroad Evolution — A personal passion project inspired by the vehicle-focused games I loved growing up. It remains a large project, but the idea is still alive and I want to revisit it with a cleaner, more deliberate design approach.
I’m continuing to build on smaller, more reliable systems before I chase large-scale vision. That means the next updates to this page will likely be tied to milestones in FFE, narrative planning, and future playable builds.
For a full archive of my work, check out Itch.io and Newgrounds.