Portfolio





A video of two of the game jam games created by SciBear Games, "Bwub's Sticky Situation" and "World of Wisps".

SciBear Games

In 2021, I brought two personal friends of mine into developing games with me and worked on small projects with them, founding our game development group known as "Scibear Games". Acting as the group's game director/head programmer, we now have a consistent small team and are continuing to grow as we find new talent. No major projects have been revealed yet, but we anticipate our first full length game to be released on Steam some time in the next year. 

Overwatch Workshop

In 2019, the multiplayer game "Overwatch" released an in-game visual scripting interface that allowed for the creation of custom minigames and gamemodes by the users. Over the next year, I released a variety of modes, garnering hundreds of thousands of views online, and having my "Torb Golf" mode peak as the 10th most played in Europe, allowing me to utilize player feedback to improve my experiences for the first time.

A trailer for my "Torb Golf" minigame.

A trailer for my "Mario Party" inspired gamemode.

The trailer for our EcoHack submission.

EcoHack/Unity College

In November 2020, I joined a small VR hackathon called XR EcoHack 2020 ran by Unity College (separate from the engine) with a team from my school. We submitted a small virtual reality demo built for the Oculus Quest and won the competition. After that, I was able to work a short, online contract for Unity College in early 2021 on one of their virtual reality projects meant as supplemental material for one of their courses. This gave me a decent exposure to XR development, as well as working with a more business oriented structure to development and project management.

A short video containing the first level of "Professor Tyme and the Plot to End the World", a game made in this period.

Solo Projects

When the COVID-19 pandemic hit in 2020 I used the spare time I was given to finally pursue Unity development, and joined multiple game jams to learn the engine. Participating in these helped me learn about the pacing of standalone game development compared to the modding tools I had used in the past, as well as aided in familiarizing myself with the software.