Game Development
In 2026, I began exploring a career in game development. I’ve got a keen interest in narrative design, player feedback, and world building. On this page you can find my work across game, narrative and sound design.
Meteor Dome
Project Manager, Creative Producer, Game Designer, Sound Designer
Meteor Dome is a multiplayer arena brawler where you knock your friends off the map to be the last one standing. It was my capstone project at the University of Toronto, built in 10 weeks for presentation at the Level Up Showcase.
I joined the project as sound designer, but roughly a third of the way through, it became clear the game lacked direction. I stepped up as Project Manager, Creative Producer, and Game Designer – on top of Sound Design – leading a team of 10 (3 programmers, 2 audio, 5 artists) to ship a complete, functioning game by our deadline. It was here that I discovered how much I loved game design and production, alongside sound.
As game designer, I used playtest feedback and player data to shape our core gamefeel: movement speed, jump height, weapon impact force, and how often and when powerups spawned.
I also contributed to the game’s visual direction, helping determine the art style, colour palette, arena layouts, camera angles, and UI design.
For sound, I built an impact manager that tracked what objects were colliding in real time. Since a player’s weapon could change material after grabbing a powerup, the system needed to detect both weapon material and surface type to generate a unique sound combination on every hit, layered with satisfying “whacks” and “thuds.” I used FMOD to set dynamic parameters so sound would shift based on weapon velocity.
Meteor Dome was an important project for me precisely because it didn’t let me stay in one lane. It’s where i learned that sound design, game and systems design, and production aren’t separate skill sets for me, but parts of the same creative process. The lessons I learned, particularly around leading a team and translating player feedback into concrete design decisions have stuck with me in every project since.
Siren’s Cove
Narrative Designer, Creative Producer, Game Designer, Sound Designer
Siren’s Cove is a first-person, point-and-click murder mystery horror game with a twist that reveals itself in the final act. It was my first project outside of school, built in just over two weeks for the 3D Vampire Horror Jam.
Working with a screenwriter who had never made a game before, I took on the role of narrative designer, translating his original story into an interactive format. We landed on a first-person, point-and-click mystery as the right genre fit. The biggest creative challenge was structural: I had to write two interlocking narratives: the actual chronology of the murder, and a second, deliberately reordered version that the player pieces together gradually as they investigate.
I assembled a small team of artists and programmers, and in just over two weeks, we built the full experience for submission to the jam.
This project let me push further into narrative design than I had before, while still wearing the game design and sound design hats I’d developed on Meteor Dome — designing character POV and objective delivery, building escape-room-style puzzles, and shaping the game’s visual and auditory identity alongside the story itself.
The Final Thrust
Game Designer, Sound Designer
The Final Thrust is a short point-and-click task management sim: the aerospace budget’s been cut, so the President’s tasked you with launching a rocket all by yourself. Juggle multiple minigames at once to keep the countdown from ending in disaster.
I contributed several of the minigame concepts and helped shape the UI’s look and functionality.
As one of the sound designers, I produced the majority of the game’s sound effects and contributed to the music composition.
Built in just 4 days for a game jam themed around “countdown,” The Final Thrust turned a simple prompt into a funny, rage-inducing experience which picked up great player feedback on itch.io
Nip It In the Bud
Game Designer, Sound Designer, Composer
Nip It in the Bud is a tiny stealth game prototype where you play a barn cat moonlighting as the local “catnip dealer” — sneaking product to your fellow barn cats without getting busted by the patrolling “pigs.” It was built in just 4 hours as part of the University of Toronto’s introductory game development course.
The pun-driven premise was my idea, and I worked as game designer, sound designer, and co-composer on the project.
As my very first video game project, it was a great first exercise in working across disciplines with a dev team.
Treasure Man
Game Designer, Sound Designer, Pixel Artist
Treasure Man asks a simple question: what if you didn’t hunt for the treasure chest – you were the treasure chest? Players control an empty chest gobbling up coins, goblets and gems, trying to load up on loot before stepping onto the endgame pedestal to be weighed for their efforts.
This game was a part of a 1 week “GameBoy” themed jam I was asked to be a part of. This meant our title was restricted to the typical GameBoy screen-size dimensions, and could only use 4 colours.
I came up with the concept for the game after the theme was revealed to be “Old Gold”. The initial idea was that movement would become more and more difficult as you filled yourself with gold, preventing you from gaining access to certain areas if you were too heavy already.
This one’s more prototype than finished game. Scheduling issues meant a chunk of the team dropped out mid-jam, and we ended up compromising on a lot of the original ideas.
With most of our art and sound team gone, I stepped up to cover both – crafting all the sound effects and designing the enemies and collectibles myself. I’d never done pixel art or sprite work before, and it turned out to be something I really enjoyed.
I’m including it here less because of the final product and more because of what I got out of making it. You’re welcome to try the game yourself, compromises and all!