Projects

In this project, I worked with Unreal Engine for the first time, once again exploring the theme of space—seems like I really enjoy making space games! It was a great opportunity to dive into Unreal and apply it to a space-themed game.


In this project, I was tasked with recreating a 10-second segment from an existing video game. I chose to work on the iconic and viral game Super Smash Bros. Together with a team of five others, we collaborated closely to bring this scene to life

This was my first solo project, where I was tasked with creating a tower defense game. I chose a medieval and zombie theme, which I think is an underrated combination. The mix of traditional medieval elements with the chaos of a zombie invasion felt like a unique and exciting setting for the gameplay. This project allowed me to explore game design in a theme I’m really passionate about.


In this project, I was challenged to create a virtual reality (VR) space using the Unity editor. The task required collaboration and creativity, as I worked in a group of five people.

For these projects, I worked with math and various small subjects that helped support the overall work. I applied different mathematical techniques, such as calculations and problem-solving, while also exploring related topics like basic statistics, geometry, and data interpretation. These smaller subjects added depth and helped connect different aspects of math.


For the game Lunar Impact, I was tasked with creating something based on the theme of 'space'. It was my first time collaborating with both a game artist and another developer, which made the experience both new and highly educational for me.

During this internship, I worked on a VR simulation project called Project Pomp, guided by my supervisor John. The goal was to create a digital fuel pump environment for training purposes. I built the simulation using Unreal Engine, added features like RPM control, pump failure systems, sound effects, and a working remote control interface.
I also helped set up the environment, created models, and fixed issues with version control using Perforce. Despite some technical and communication challenges, I kept improving the project and documented everything in a clear guide for future use. In the end, the simulation works well and is ready to be tested or expanded.
