Asteroid Mayhem
Asteroid Mayhem was the first and only multiplayer game I have created. It initially started off as an arcade racing game, but overtime I decided to focus more on delivering an action-oriented experience.
Taking place on an asteroid in deep space, you pilot a ship and are tasked with two objectives. Defeat enemy players to garner enough points, or stay within a moving zone until you've reached 100%.
It's a mix of deathmatch and king of the hill. I gave players the choice of pursuing either objective so that each match could be more unique. There are power-ups scattered across the map, and you have the ability to fly, allowing for air traversal and combat.
This was a very different style of project that I was used to, and while it wasn't what I originally intended to make, I ended up learning a lot from the experience.
Azure
A sci-fi, action side-scroller taking place on a water-filled, alien world: Azure was the first 2D game I had ever worked on in Unity. Being a part of a two-man team, I was responsible for the programming and level design. Containing four unique levels, fast-paced combat, a variety of enemies, a boss fight, player upgrades, multiple weapons, a boat-load of sprites, and a narrative, Azure remains one of the most complex projects I have worked on, and I had a blast making it.
Tartarus
You are thrown into a dangerous, yet remarkably colourful prison filled with traps and hostile machines. Given only a handful of minutes, you must escape the facility as quickly as you can.
Taking inspiration from the likes of Fall Guys and Total Wipeout, Tartarus utilises a simple concept, yet contains a variety of challenges to keep the player engaged. The first section allows you to choose your own path. Don't like the obstacles in front of you? Choose a different path. Meanwhile, the second section is filled with dangerous robotic contraptions that will attack you on sight.
Tartarus involved a lot of programming, but it was the level design that I enjoyed the most: coming up with ideas for how I could merge the different obstacles I made in different areas of the level. As for the bright colours... that was an accident that I decided to roll with.
Beyond Astra
Beyond Astra is a first-person, puzzle, platformer game taking place in a futuristic, scientific base that's devoid of any inhabitants. Containing six levels, the player must complete a series of puzzles and other challenges while also avoiding the deadly machines patrolling the settlement.
This was one of the first games I had ever made, back when I was still relatively new to developing games. I took inspiration from titles such as Portal 2 and The Talos Principle, both of which helped me conjure up ideas for the puzzles. It's not the most challenging game in the world, but there are areas that require the player to look around for a solution, and the number of enemy robots and moving platforms add to the challenge.



