Games

This page is a list of games I've developed, either with a team or by myself!

SAIEngine

EECS 404 Final Project

Technologies: C++, SDL3, GLM, rapidjson, Lua, LuaBridge, FluidSynth

This was a semester-long project that involved us making a minimalist 2D engine capable of many of the things modern game engines can do! From robust image, text, and input handling through SDL3, to audio handling via both SDL and FluidSynth (more on that in a bit), this engine almost has it all!
Our final assignment for the project was to make a custom feature of our own choice! I decided to integrate FluidSynth to allow MIDI playback and SF2 SoundFont support! On top of this, I also allow interfacing with FluidSynth via manual note commands and even a MIDI controller!
This engine is open-source and available to use at the link on the header (or on my GitHub page).

Way of the Cards - The Honest Abes

EECS 494 Final Project

Go to itch.io page Go to GameJolt page

This was a six-week project done in a group of 5. We were tasked with making a full game experience with a core gameplay loop and novel, interesting gameplay decisions.
I worked primarily on the isometric camera, game pausing, core UI elements such as the rudimentary mana bar and next card timer, the "Wave" attack, and almost all of the music and sound effects.
This project was a delightful journey for me. Though it wasn't easy, I learned so much about Unity, game design, good development practices, teamwork and team dynamics, iteration and feedback, and so much more.

Marble Madness 64 DS

Game Jam Project (made in 48 hours)

Go to itch.io page

This is a game for the Nintendo DS that can be played on original hardware. We made this game using the tools and SDK in devKitPro, which uses C. I created a level generation tool for the game, which can place different objects into the level, as well as define a start and end position. I also implemented controls, helped with level design, and created the music.
I'm proud of the fact that we not only figured out many intricacies and limitations of the DS, but we were also able to get a fully working game working on original hardware within 48 hours!

EECS 494 Project 1: Metroid (Play Web Build here!)

(Grab Windows Build here)

This is the game my partner and I made for Project 1 of EECS 494. It is a close-to-faithful recreation of the first area of Metroid for the NES. It includes a new mechanic, portals, that my partner and I implemented, along with custom level design to showcase it! We took inspiration from the hit game series Portal and decided to put Samus in a 2D version of it.
Personally, I was in charge of implementing missiles, a few of the enemies, various in-game sprites, and audio, including various sound cues and sound effects. In the Portal segment, I was mainly in charge of level design and level implementation, including how to showcase each of the mechanics we had implemented and making sure it was doable and understandable to a new player.

EECS 494 Project 2: Rhythm Defense Prototype

(Grab Windows and macOS Builds here)

This project was a rapid 2-week prototype. I created a rhythm game which involves shooting enemies coming towards you on the beat of the drums.
I created a framework for level creation, where I could supply a text file with level data (which beats to spawn which direction enemy) and the game could parse it and generate a level.
Overall it was really fun, and a great way for me to exercise my passion for rhythm games!