Well, just under a year after starting work at Studio13, one of clients projects has launched!

Triversal is made within Unity Engine, and I worked on the audio system! If you hear a sound in the game, I had a hand in writing the logic, importing the asset, hooking into the game side system, and getting it to play!

My work for this project was in two parts, one on our general audio framework that we share between client projects, and the other on the specific systems required for Triversal.

Improvements we made to the framework:

  • Expanded event based play calls to improve routing between client code and target sound
  • Created system to modify mixer parameters at runtime, lerping them between predefined states

Systems created for Triversal:

  • Music sequencer capable of queuing and transitioning between stem groups and music themes
  • SFX Spawner’s that allowed for dynamic music playback as the player beat puzzles and advanced through the game.

This is a very big moment for me, as this is my first game that is launching to steam that I had a direct hand in. Loved working with Phantom Compass on this one, and looking forward to future work on their other titles!

Potion Pals

Welcome to the spooky yet charming world of Potion Pals! Play with a friend as you take on the role of either a magical, potion-brewing Witch in VR or a bustling, potion-delivering Warlock on PC.

In a cozy yet cluttered potion shop, you must race the clock as you try to keep all your monster customers happy! Be careful though, if you take too long or give them the wrong potion, they will NOT be happy and the result could be DISASTROUS

Work with your teammate to create the proper potions and deliver them super speedily in order to get the best score.

Potion Pals was my fourth year project at Brock University. I functioned as the teams lead programmer, and production was going very smoothly. Unfortunately, due to Covid19 preventing us from heading in to school to continue working, and the majority of the team not having VR headsets at home to work on, we regretfully had to stop development of Potion Pals and settle with the above trailer.

On the team, I handled the majority of the programming related to VR, so creating our custom VR controller and programming the ingredient/crafting systems. I also had a hand in NPC AI, UI hookups, animations, and game logic.

Unity Tutorial

As part of our fourth year project, me and my team made a multipart Unity tutorial on building a platformer in all aspects, broken down into sections. The website for the project can be found here:

A demonstration for the finished project is provided in the first eposide at 0:41

First off you’re going to need to download our asset pack, which can be grabbed by clicking the slightly ominous download button below

    Download Now

Important to note, this package includes all art assets you will need to create the game, but only templates for the code and scenes. If you so wish, feel free to create your own assets and just follow our steps with them.

Next you’ll need some videos to follow along to, so either view the Playlist, or click one of the links below to watch an episode (Episodes build off each other, so it will probably be easiest if you view and follow along in order).


For my Niagara College Year 3 Capstone I worked with a team of 9 developers to create the VR tower defence game MAGEHEM.

All the details for the game can be found at , but to summarize:

  • VR Tower Defence, where there is only one tower, and you’re sitting on top of it
  • Minions come from the distance to attack your tower
  • Your only defence? MAGIC
  • Craft spells using our modular glyph drawing system (48 unique spells)
    • Chose your spell type (Beam, Lobbed, Point)
    • Chose your element (Fire, Ice, Earth, Lightning)
    • Chose your modifier (Split, Cluster, Bouncy, Explosion)
  • Gesture recognition using AirSIG
  • Made in Unity3D using OculusVR

This was a really fun project, and very educational as well, since I was the lead programmer for the team with 3 other programmers working alongside me.

We also learned a lot about feature creep, and keeping expectations simple from the start (we originally planned 128 unique spells and 3 schools of magic)

The game can be downloaded here: Google Drive


Pinhead was my second year project at Brock. It’s a 2.5d platformer about a pin cushion and his alternate personas trying to escape a crafts store.

Over the course of 6 months, I worked with the fantastic team of:
Charlie Trafagander (3D Art), Chris Rosati (Level Design), Alyssa Ebanks (Level Design),
Ivy Truong (2d Art), and Josh Egamino (Sound design) to scope, design, and implement all of the characters, art, and challenges.
I myself wrote most of the code related to character movement, ability’s, and well, anything that wasn’t included in the main project file.

This was a very eye opening experience, as this was the first time we had to create something tangible of this size, as most of our previous projects were scoped to one or two short levels and at max 2-3 minutes of game play.

However, despite being a massive change and an incredible challenge given our course load at the time, working on this project made me, for the first real time, feel like an actual game developer. We created something from scratch to release (Albit a demo), had weekly daily meetings, timelines, goals. I got to see the project go through each stage of development, and saw my character controller go from a box which jumped 30 pixels forward on a key press to a fully flowing animation.

I learned a lot about programming, game design, and even surprising 3D modeling over the course of this project, all thanks to my fantastic team and our desire to make something we ourselves would in awe of.

We’ve published our game as a downloadable executable, which can be found here:

Little Adventures

Untitled-1For my second year IASC game.

While simultaneous working on PinHead, we were assigned the projectc of creating a short sidescroller in Unity. Wanting to take on a bit more of a programming challenge, I pressured my team into working on a very simplistic roguelike about a boy scout trying to get back to his troupe.

This project taught me and my team a thing or two about working on multiple ambitious projects at a time, and as such, I must honestly confess that this game suffered from a lack of fleshing out the mechanics and systems, aswell as an uncomfortable small amount of testing. I leave this project here as a reminder to always put my full effort into the games I work on and create, and that nothing should be back-burnerd for 90% of its development time.

The game can be downloaded here:


Spooky Shapes Game Jam


For the halloween Game Jam at Brock, me and my team made a Christmas themed office horror. Why you ask? Thats a very good question, which none of us can answer.

We had roughly 12 hours spaced over 2 days to create a Halloween themed game using only basic primitives and simplistic textures.

From the start we knew that we wanted to something scary. While brainstorming, we came to the conclusion that our favorite type of horror is psychological, something with a deep message and dire consequences to player actions. However, we had spent around 40 minutes discussing games which pulled this off well, and then realized we had nowhere near enough time to create something so rich.

So, naturally, we decided to go with the cheapest type of horror around: Jump scares.

We considered doing them in the style of something along the lines of 5 nights at Freddies’, but we didn’t like the fact that you’re subjected to a jump scare as a consequence of loosing. We then drew reference from Slender: the Eight Pages, wherein the jump scares are not the end of the game, but more like a consequence of progressing.

I worked on the character model (C’mon, I had only basic shapes to work with), the doors, the particle effects, and the jump scare events themselves. All in all, we worked straight down to the deadline, having almost deleted half our project around an hour before we were to present.

Our effort seemed to be well worth it in the end, as our classmates and professor judges selected it as one of the best games created that night.

Download here:


Soulbound was a project I worked on with a good friend of mine in Grade 12 as a final project. It was more of a prototype than anything.

If you’d like to play it, it is available to play Here