Logo

Portfolio

Small Projects

skull image
Skull Sticker

Sticker design created for UDMAF project.

godzilla thingy
Godzilla Sticker

This was originally going to be a shirt design, but after making it I decided to turn it into a sticker instead. I ended up not finishing it because I didnt like how it turned out and i didnt have enough class time to finish it.

Ferrari
Ferrari SF90

I took this picture for the UDMAF photography project.

Self Portrait
Self Portrait

Professional self-portrait made with illustrator.

Train Image
Train Image

I made this for my digital media class. We had to take a image and make it seem like it was coming out of a frame.


Six Of One Audio Project

This was one if the biggest projects I had in my audio class at the catalyst center. This project took almost the entire semester to finish. Doing this project helped with almost every skill I need for audio production. If you want to listen to it click on the image.

Fire Animation
First Animation

I made this for my digital media class. We had to make a short fire animation using Adobe Animate.

BouncingBall Animation
Bouncing Ball Animation

This was the second animaton we made in our digital media class, doing this we learned about arches.

Large Projects

Avatar Of Emptiness:
Animation for Digital Media

This is one of the biggest animation projects I have made so far. I made this for my digital media class, we had to make a 12 second long animation as a final for out animation unit. I decided to go all out on this and make something I have been wanting to for a long time. I took a lot of insperation from one of my favorite games. Terraria Calamity

Headphones are recommended

Design Process

We used adobe animate to create this animation. I made a lot of the assets in photoshop and moved them over to animate. The avatar was fully made in photoshop with each part of his body being a separate layer. The plant was also made in photoshop. I made the ground in adobe animate (I wish i made it in photoshop so i could've made it look better) A lot of the animation was drawn frame by frame, and a lot of it was using motion tweens. I had to animate most of the avatar using frame by frame and moving him around. I wasnt able to do everything I wanted to do on this animation (Animation is a lot harder and time consuming that i originally thought), but im happy with the way it turned out. I was originally planning to make a theme for the Avatar and have the animation be over a minute long.

Animation Video
Avatar Split Apart

Avatar Parts

This is a breakdown of the parts that make up the avatar in my animation project. I made this to show how each part was designed and put together. Every part of him was made seperately and assembled to animate.

MothersDayTea

I was assigned to create a website for Davis Catalysts Mother's Day promotion.

Click on the image if you want to check out the website.

Design Process

Ive made a project for these people before, I made them a Breakfast with Santa website. They asked me to use the same layout as that website. I did not like the way that website turned out so i decided to keep the same layout and change the design of it. I used the same code and changed everything in it to match the Mothers day Tea theme. And my friend vicky helped me make the design.

Mothers Day Tea Website

Ry's Roses

I was assigned to fix and finish a website for Ry's Roses. His website was almost finished when I started working on it. There were a lot of problems with the layout and mobile issues.

Click the image to view the website

Design Process

Once i started the website I noticed that there was a lot of layout issues and mobile issues. I went through and fixed everything and now on any device it should look good and work. I also talked to the owner of Ry's Roses and he told me everything he wanted me to change.

Ry's Roses Products Page

The Man In The Bowler Hat

Check in, but never check out. You play as an unsuspecting guest during the Chicago World Fair and try to survive in H.H Holmes “Murder Castle”. This game is based on the terrifying true story of H.H Holmes. This game was made for the 2 week long Gunscreen horror game jam.

Click the image to view the game page, or you can download it from here.

Download here

Design Process

Development began with establishing the core player experience — first person movement, interaction systems and inventory management. The RE4 style grid inventory was chosen early on as it creates meaningful tension around item management, forcing the player to make decisions about what to carry. Key items were given special treatment with a fullscreen pickup UI to emphasise their narrative importance.

The hotel environment was built using a Victorian interior asset pack to achieve the period accurate Gilded Age aesthetic. Modular building pieces were assembled to recreate the maze like quality of Holmes' real hotel, with multiple floors connected by staircases and corridors. Doors with lock and key mechanics were added to create natural progression through the building.

Holmes AI was developed iteratively, starting with basic waypoint patrol and expanding to include sight detection, sound detection, memory systems and intercept behaviour. The goal was to make Holmes feel unpredictable and intelligent without being unfair. He can open doors, hear the player sprinting, remember last seen positions and give up chasing after losing sight — all behaviours designed to make encounters feel tense but survivable.

The audio design was treated as a priority throughout development. A full ambient sound system with room triggers, 3D footstep sounds per surface, Holmes' loud footsteps carrying between floors and dynamic music all contribute to the atmosphere. Sound was used as a primary tool for building tension — the player can often hear Holmes before they see him.

The narrative is delivered through environmental storytelling and NPC dialogue. The night system divides the game into escalating stages, with Holmes becoming active in the later nights. Cutscenes were used sparingly for key story moments — including Holmes dragging a bag through a hole in the floor and the final encounter.

Painting with lots of red light Your rooms bathroom Very messy closet with key
Outside of the hotel

Challenges

The Unity Input System required workarounds for good sprint detection and camera control, I used a hybrid approach combining both the old and new input systems. Holmes' navigation through doorways required a lot of iteration, eventually solved using NavMesh obstacles on doors and a forced pathfinding approach through doorways. The inventory grid UI required careful anchor and pivot management to display correctly across different screen sizes.

What I Learned

This project was made by a beginner to both Unity and C# programming. I learned a lot during development:

  • C# scripting including coroutines, singletons, ScriptableObjects and component based architecture
  • Unity systems including NavMesh, Animator Controller, Cinemachine, Physics and UI Canvas
  • Game design principles including tension building, pacing and player feedback
  • Audio design including 3D spatial audio, ambient systems and dynamic music
  • Iterative development — building features incrementally and debugging systematically

Painting with lots of red light
Outside of the hotel

Future Plans

Im planning on adding more content once the jam is finished:

  • A full save system to preserve progress between sessions
  • Additional nights with escalating difficulty and new story revelations
  • A proper ending cutscene revealing the full extent of Holmes' crimes
  • Additional puzzle mechanics using the inventory system
  • Polish passes on lighting, particle effects and animations