⭐ Ranked top 15 out of 1,080 entries in Brackey's Game Jam (Aug 2022), leading to the formation of our indie studio to launch a full release on Steam. (May-Oct 2023)
⭐ Showcased by Seattle Indies at the Washington Gaming Expo (2024) and Kent Nerd Party (2025)
"Cast into an ancient crypt, survive the horrors that dwell below, and ascend from despair with your unexpected companion in this short 2D puzzle platformer. Take risks to evade the petrifying gaze from beyond the dark."
Led full Agile development cycle for a multidisciplinary team, translating vision into a production roadmap that delivered a polished Steam release on schedule.
Maintained bespoke production tools to streamline task tracking, ownership, and bug triaging, ensuring clarity around deliverables and evolving priorities.
Conducted bi-weekly sprints and meetings with clear agendas, using team feedback to realign goals and identify next steps, enhancing interdisciplinary coordination.
Managed the Steamworks developer account and store page, including build deployment, version control, and update stability.
Organized and facilitated playtesting sessions with the Lead Designer at events including GDC, Washington Gaming Expo, Kent Nerd Party, and campus showcases.
Coordinated with external partners to organize expo
participation—managing booth preparation, setup, and on-site operations.
Planned and scheduled Steam updates, including bug fixes, quality-of-life improvements, content additions.
Managed community engagement on our Discord server.
Designed and implemented tether-based player mechanics to support physics-driven puzzles and "companion dragging".
Developed a rope physics simulator and visual renderer using modified Unity joints and Verlet integration.
Built custom enemy state machines and mechanics alongside unique post processing effects to reflect shifts in the enemy's cycling behavior.
Collaborated with artists and animators to support asset integration, troubleshoot implementation issues, and ensure all deliverables met quality expectations.
Imported 2D sprites and animations, supporting animation controller management with event-driven state machine logic.
Assembled tilemap assets and optimized resolution by adjusting texture properties and configurations in Krita.
Created shaders, visual effects, and dynamic lighting systems driven by a custom post-processing framework.
Integrated Steam SDK to implement achievements and executable packaging for platform release.
Set-dressed all levels, adding distinctive storytelling and world-building elements through innovative use of limited props.