Portfolio

Video Games

Games on Steam

Markus’s Miasma — Steam
Markus’s Miasma Trailer Thumbnail

Explore a fog-shrouded, distorted version of UCSC in this 2D puzzle horror game. Uncover cryptic clues and hidden memories to piece together the disturbing truth behind one man’s obsession.

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Markus’s Miasma — June 2025

Overview

Welcome to UCSC—sort of. Markus’s Miasma drops players into a fog-drenched, uncanny version of UC Santa Cruz where familiar landmarks are warped and the silence carries weight. Navigate eerie footpaths and unsettling interiors as you uncover the story of Markus—a man whose past is bleeding into reality through puzzles, fragments, and memory.

Key Features

  • Puzzle-Driven Exploration: Traverse haunted reinterpretations of labs, libraries, and forest trails. Solve logic and environmental puzzles to unlock new areas and assemble Markus’s fractured narrative.
  • Atmospheric Horror: Slow-building dread, sound design, and psychological unease—not jump scares.
  • A Twisted UCSC: Quarry Plaza and Porter Meadow reimagined through guilt, memory, and distortion.
  • Narrative-Forward: Themes of trauma, regret, and identity; choices shape the truth you uncover.
  • Estimated Playtime: 1–2 hours.

My Role & Production

Product Owner & Project Manager for a six-month development cycle. Led an interdisciplinary team of eight using Scrum: sprint planning, backlog management, milestone builds. Directed creative vision, coordinated cross-discipline work (design, programming, art, audio), presented regularly, and maintained documentation.

Originated as a UCSC undergraduate capstone. Progressed from pre-production (vision, scope, prototypes) to production (feature/content) and post-production (polish, QA). Refined via structured playtests with classmates and faculty.

Notes

All characters, locations, and events are fictional. While inspired by the aesthetics of UC Santa Cruz, this work does not depict the real university.

Red Trees Rail Co — Steam
Red Trees Rail Co cover

Red Trees Rail Co is a VR Horror Train simulator set in a Redwood Forest. Work a tiny night train by yourself, transporting passengers from town to town.

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Red Trees Rail Co cover art
Red Trees Rail Co — June 2024

Overview

Red Trees Rail Co is a VR horror train simulator placing you in a restored steam locomotive on a new night route through redwood forest towns. Reports of unsettling phenomena complicate routine operations.

Operator Duties

  • Drive the Train via realistic locomotive controls.
  • Pick Up & Drop Off passengers on schedule.
  • Check Tickets and keep the timetable on track.

Horror Elements

Expect hallucinations—figures in the trees, impossible interior damage, and other reality-bending events. Rely on the former engineer’s notebook for procedures and survival.

My Role

2D artist, storyboarder, QA tester, generalist. Joined a UCSC capstone team as a sophomore to support a senior team delivering a polished VR experience.

Prototypes

Bat Bomb — Prototype
Bat Bomb prototype cover

A vibrant 2D platformer developed in Unity, replacing WASD with a deliberate slingshot movement system.

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Bat Bomb gameplay art
Bat Bomb — November 2024

Overview

Bat Bomb is a Unity platformer that rethinks movement by replacing continuous WASD input with a deliberate slingshot mechanic. Players line up shots and commit to each launch to traverse floating platforms with precision.

Gameplay Mechanics

  • Slingshot Movement: Aim and launch to traverse; success demands careful planning and angle control.
  • Avoiding Bats (Lose Condition): Alerted bats pursue the player; getting caught ends the run.
  • Collectibles & Crowd Control: High-skill pickups trigger explosive effects to clear bat swarms.

Team & My Role

Built by a 3-person team for a UCSC Prototype class focused on creative mechanics exploration. I served as Concept Refiner, Coder, and Documenter, shaping the slingshot design, implementing core interactions, and maintaining design/technical docs.

Developer Notes

The prototype explores how platformers feel when committed motion replaces continuous input, encouraging foresight and risk management over constant micro-adjustment.

Puzzle Path — Prototype
Puzzle Path prototype cover

A creatively designed puzzle platformer featuring unique levels, narrative elements, and responsive controls.

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Puzzle Path gameplay art
Puzzle Path — June 2024

Overview

Puzzle Path is a puzzle-platformer built in Phaser for a foundational game design class at UCSC. The project emphasizes readable level design, tight controls, and light narrative framing.

Design Goals

  • Craft distinct puzzle rooms that teach and iterate on mechanics.
  • Blend narrative cues with traversal to guide player intent.
  • Maintain responsive input and clear feedback for each challenge.

Team & My Role

Built by a 4-person team. My contributions focused on map and platform concept design and coding core interactions and level logic in Phaser.