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GAME DESIGN

Works here are dated separately.

LITERALCHEMY

Consulting Senior Engineer / Voice Actor (Q2 2026)

A tycoon game with visual novel and puzzle elements made in Unreal Engine 5. You play as a witch, who must sell books in order to keep their shop afloat, occasionally being tasked to enter the books and change the stories of their customers. As a consulting engineer, I had a hand in implementing numerous mechanics in this game, such as the visual novel system, menus, inventories, shops, dialogue trees, advanced flagging systems, and new engineer onboarding. I also voiced the character of Riane, a primary possible love interest of the main character.

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Links:

https://store.steampowered.com/app/4254940/Literalchemy/

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CHROMATOSE

Lead Engineer / Designer / UI Animator (February 2026)

A project made in Unreal Engine 5 for Global Game Jam 2026. This is a puzzle game inspired by escape rooms, where certain puzzle mechanics are only visible while wearing special masks. I was in charge of the initial concept. During this project, I created several mechanics, including the core mechanic of making objects appear/disappear based on the current mask, a simple inventory system, a dynamic multi-key lock, and a modular system for indexing grabbable items by ID. I also was in charge of implementing art assets and animating UI elements such as the HUD and mask transitions.

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Links:

https://globalgamejam.org/games/2026/chromatose-5

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ENDLESS EXPRESS

Gameplay Engineer (Summer 2025)

A Unity-based sandbox game-making platform I worked on as an engineer for a summer internship. I contributed to their flagship game, The Endless Express, by making several new systems using their Lua-based creation engine. I quickly learned their systems are functions to make mechanics such as circuit puzzles, an I-Spy level, and a complex system that allowed designers to make a functional quiz game. I was also tasked with implementing several unique art assets, conceptualizing new game designs, and optimizing the systems used to make levels created before I joined. During my time on the team I made several logic-based tools to simplify mechanics prototyping for future engineers on the project.

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Links:

https://www.endlessstudios.com/endstar

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BUBBLE FUN

Lead Designer / Project Manager / Gameplay Engineer (January 2025)

A project made in Unreal Engine 5 for Global Game Jam 2025. This game is a simple idle clicker in the vein of Cookie Clicker based on popping bubble wrap. As lead designer I formed the core concept and designed major mechanics such as the level transition system and ability upgrade mechanics. As project manager, I lead a 10-person interdisciplinary team from concept to feature-complete within a 48 hour span. As gameplay engineer, I was responsible for the upgrade system and UI functionality, the refinement of the game's core scoring systems, and several cut-for-time visual effects. I also served as a voice actor for this project.​

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Links:

https://globalgamejam.org/games/2025/bubble-fun-0

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RETURN OF THE TOMB RAIDER

Supervising Gameplay Engineer (December 2024)

An Unreal Engine 5 project made over the course of 6 months that set to be a worthy fan project in the Tomb Raider universe. As supervising engineer I assisted in the implementation of several different mechanics and features for the game. These features include, but are not limited to: puzzle mechanics, enemy AI, wall climbing, cannon functionality, boss fight mechanics, and region loading. I also briefly served as team lead for the scrapped third level of the game.​

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Links:

https://keanataire.itch.io/return-of-the-tomb-raider

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PROJECT CHUNKZONE

Solo Developer (September 2024)

A Godot-based project made with the intent of studying how multiplayer backend framework is constructed. This game is a chatroom MMO styled primarily off of the game Club Penguin. I was responsible for coding the game's backend framework from scratch and developing a remote player data storage using SQL to save aspects of players such as their login info, their money, and their inventory. I was also responsible for all of the game's current features, such as playable minigames, visible chatting with proximity-based text-to-speech, full character customization and robust room-to-room navigation custom built by myself. Almost every piece of code had to be designed by myself with very little to go off of apart from Godot's documentation, as there are very few examples online of people making anything similar to the framework I have built in Godot. I intend to continue work on this, adding additional features such as a card collection system and multiplayer minigames.​

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A link will be added here when the game is closer to a fully operational state.

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PROJECT EARLY ACCESS

Solo Developer (April 2024)

A small, unfinished project made in Unity with the intent of studying the core mechanics of the Warioware series of video games. I was responsible for making a framework for a game that rapidly switches between a variety of self-made 5-second "microgames" that are all interconnected with a universal timer that speeds up as gameplay continues.​

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A gameplay snippet video can be found at this link.

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ECHOES OF ANYA

Gameplay Engineer / Tools Programmer (April 2024)

A cozy 2.5D platformer with horror elements made in Unreal Engine 5 over the course of 6 months. This game revolves around the titular Anya's adventures in a haunted mansion as she attempts to traverse the monster-infested rooms within. As gameplay engineer I was tasked with the production of a capable and scalable player controller, as well as assisting in various elements such as enemy AI and unique platform mechanics. As tools programmer I was chiefly responsible for the creation of camera transition tools, built to make the process of making cutscene and gameplay transitions smooth for both the player and the developers who had to implement them.​

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Links:

Level 2 Gameplay Showcase

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ADULTING

Lead Designer / Programmer (February 2024)

A project made for Global Game Jam 2024. This Unreal project, based off a pitch I initially conceptualized years prior for a design exercise, is an Octodad-esque game revolving around three children in a trench coat trying to blend in with society. I was responsible for initial design, level flow design, and mechanic design. I also assisted in the programming of the game's primary balancing mechanics.​

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Links:

https://globalgamejam.org/games/2024/adulting-0

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2048 DIVIDE

Solo Developer (February 2024)

A Godot-based game based off the hit puzzle game 2048 by Gabriele Cirulli. The game puts a unique Tetris-like twist on the original's formula, merging numbers into smaller multiples until they disappear and grant points. Initially an exercise to familiarize myself with the Godot engine, I was responsible for every aspect of the game's development. All assets and code were handmade by myself (with the exception of one sound effect) over the course of three months, only assisted by the Godot documentation and the occasional StackOverflow query. As the first game shipped as a one-man team and the first project of mine to turn a profit, I am immensely proud of how this game turned out.

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Links:

https://chunkyfred.itch.io/2048-divide

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THE ASSEMBLY LINE

Programmer (June 2023)

A shelved project that was initially conceptualized as a Unity-based 2.5D platformer, in the style of games like Sonic Rush. While we did not get particularly far into the game's development before members of the team got too busy with other projects to continue, I am proud of my work on the player controller mechanics. I was responsible for the character's basic locomotion, dash mechanic, and wall hanging/jumping ability. I also created tools to make modular grind rails for the character that can work in both directions.​

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Links:

N/A

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GGJ 2023 SUITE

Designer / Programmer (February 2023)

A trio of small games all made within a 48 hour total time period. These Unity projects include a puzzle game based on water flow, a side-scroller puzzle game based on time travel, and a couch multiplayer lawn-mowing game. During this jam I worked as a unit with two other engineers to help create products with three separate teams of artists, meaning each game was only afforded 16 hours of work time a piece (not accounting for breaks, rest, or food). In all three projects I was responsible for designing and implementing various mechanics and gameplay loops.​

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For a full, more detailed postmortem on this project, please click here

 

Links:

Water Flow Puzzle Game: https://globalgamejam.org/2023/games/chaos-colony-4

Time Travel Puzzle Game: https://globalgamejam.org/2023/games/sundial-0

Multiplayer Lawnmowing Game: https://globalgamejam.org/2023/games/lemon-crab-grass-1

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NOTE: Due to an error in uploading, the download link for the water flow game can instead be found here: https://drive.google.com/file/d/1rRRglzDfgEddcIOaTq3OFH9rsm4DEG1h/view?usp=share_link

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BIGFOOT THROWS A PARTY

Designer / Programmer (January 2022)

A small stealth game made in 48 hours as a submission to the 2022 Global Game Jam. In this game, you play as Bigfoot, whose goal is to gather materials to throw a birthday party for a child without being spotted by yeti hunters. During this development, I held primary responsibility for the player character controls, the enemy AI, and various pieces of functionality for the game's UI and graphics.

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Link to Game Jam site: https://globalgamejam.org/2022/games/sasquatch-7

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MEGALOMAGICKA

Lead Programmer (Summer 2021)

An engaging, fast-paced isometric shooter with roguelike elements and procedurally generated levels.

During the development of this project, I supervised and maintained an efficient workflow for a team of 9 engineers.

Key systems, such as the inventory system, the item rarity system, and the NPC dialogue system were spearheaded by myself.

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A playable build can be found by clicking this:

PROJECT BENIGMA

Lead Programmer, Composer (Spring 2021)

A fun beat 'em up project with 3 unique levels, each with their own boss.

Major elements of the project programmed by me included the combat system, the bosses and their mechanics, enemy AI and camera functionality.

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A sampling of music made by me for the game can be found here: 

https://www.youtube.com/playlist?list=PLB1rVfaKlVUrrwsz4bpDFHIac_JcP4_jX

LOOSE CANNON

Project Manager, Assistant Tech Lead (Summer 2020)

A small, fast paced FPS-platformer that utilizes rocket jumping.

Major elements programmed by me include the player character, the rocket jumping physics and the primary turret AI.

I was also responsible for level design.

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Download link: https://drive.google.com/file/d/1puiDPHFZr9Qd4JAoZUQFqP4yzuOwIodC/view?usp=sharing

RIBBIT ROYALE

Design, Mechanics (Summer 2019)

A fun, fast paced board game in which you frantically collect fish to power up your frog, culminating in a strategic free-for-all.

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