

Sloppy Joe
A prototype for a dungeon crawler set in the Rococo universe, created to test a unique ground-based movement mechanic. In this demo, I implemented a system where the player navigates on a rolling seat, bouncing off walls and turning in 90-degree increments. The project was also an experiment in pushing the Rococo aesthetic in a darker visual direction. The prototype can be played here. ↗
Related Projects
Where's Home?
An experimental prototype that successfully translated the unshaded, minimalist aesthetic of Rococo into a more complex, architecturally descriptive style. The concept was a sequel to the People's Tree project set in an abstracted Union Station, Chicago. For the prototype, I developed a custom Rhinoceros plugin to optimize and export modular architectural elements, and created a system to randomly place around 100 unique characters and their luggage throughout the scene. While the core technical art was a success, the project was paused to allow for more design iteration on its complex dialogue system.
Rococo
Rococo is my first complete game, built solo in two weeks for the Haunted PS1 Summer of Screams jam. The player bounces on a jelly-like linoleum floor through a child's dream of a deconstructed kitchen, reaching for a floating jar of cookies. Two inputs, three minutes — I focused on making one interaction feel inevitable through custom shaders for an unlit, candy-colored look and a physics-driven sound system that ties audio to the player's motion. An epilogue was added days after release in response to players wanting to stay in the world. Rococo reached 4.6★ across 218 ratings with 109 comments over five years of organic discovery — more individual ratings than any Haunted PS1 collective release except the two flagship Demo Discs.
Wikar V1
The initial prototype for Wikar, an AR app I designed for viewing cloud-hosted media like artworks and design proposals. During an affiliation with the NCSA's Advanced Visualization Laboratory, I developed this first version to use NCSA's Clowder data repository for storing and distributing Unity asset bundles. The system uses QR codes for URL lookup and precise positioning, enabling multi-user, location-integrated experiences. The project, which received financial support from eDream and the Fiddler Foundation, has since been used by international artists, researchers, architects, and students.
Minotaur
Minotaur is a simple game experience that served as my earliest experiment with embedded analytics. For this project, I built a system that records play sessions and sends summary data back to a Clowder server. This work enabled long-term data collection, and the results from over three years and thousands of play sessions are analyzed in this report.