A game made as part of Torch And Sword Games for the ‘SCREAM JAM 2024’ game jam. A looping puzzle game based on the Greek myth of Scylla and Charybdis.
I made all models utilizing publicly available textures. The game design and code were my other focus for the game. It turned out very well, being the best game I’ve made so far. I’m especially proud of the infinite room generation, similar to games like EXIT 8.
GDD via Miro
The first game I made with a friend, under the name Torch And Sword Games. A short walking simulator, wherein you play a vampire trying to get invited inside.
The goal of this project was to learn how to work collaboratively via version control and branches. It is also technically the first game with a beginning and end. Featuring an opening cutscene, main menu, and credits video.
A vertical slice of a first-person action dungeon delver. This was my first experience making my own models in the PSX style, as well as designing and coding combat.
The highlight of this project was the enemy AI, goblin model, level design, and opening cutscene. I also contacted a voice actor to talk over the intro and bring the game closer to its inspiration, King’s Field.
GDD via Miro
A short experience, where I further learned how to use Unreal Engine 5 and some very basic game design. A clicker game where you use potatoes to get more potatoes. My first time making my own models using voxels.
GDD via Miro
An experiment with PSX graphics and my first project in Unreal Engine 5. A wave-based shooter using assets from itch.io. Essential in my UE5 learning, especially with the blueprint system.
A mobile idle game about luring frogs to your garden pond using flies. My first game project outside of a course, using Unity. I did all the programming while my partner Hannah did all the art. Unfortunately, this was unfinished as I moved engines to UE5.
GDD via Miro
PROFESSIONAL
As QA Lead for IXION, I developed testing processes and led a team of testers to identify bugs and provide feedback that shaped game design decisions.
Additionally, as Junior Product Manager, I supported the Producer by managing storefronts , coordinating the artbook release, and assisting the Technical Director to successfully implement the game on the Epic Games Store.
I also represented the team at Gamescom 2022, where I accepted the award for Best Strategy Game. Watch my interview with IGN here:
As the Product Manager for Rise of Industry 2, I oversee the development process to ensure the team meets deadlines and delivers on key milestones.
By maintaining clear communication between departments and external partners, I help drive the project forward while ensuring alignment with the game’s vision and goals.
My role also consists of assessing milestone progress, coordinating localisation for global accessibility, and collaborating with marketing to create promotional materials. I also oversee PC and console QA, manage console porting with external partners, and handle all storefronts to ensure seamless launches and updates across platforms.
As Product Manager, I led collaboration with an external development studio, managed PlayStation and Xbox storefronts, and evaluated prototypes to refine the game and visual design.
As Product Manager, I led publishing across 7 DLCS. This involved marketing, localisation, QA and milestone reviews.
In my role as QA Lead and Platform Specialist, I manage QA processes, storefront operations, and porting for titles like Warhammer 40,000: Mechanicus II, Uncle Chop’s Rocket Shop, Recipe for Disaster, and Sweet Dreams Alex. I lead QA teams, develop testing workflows, provide game design feedback, and collaborate with external playtesting services.
Additionally, I oversee the setup, maintenance, and porting of additional platforms such as PlayStation, Xbox, Nintendo, and Epic Games Store, working closely with developers and platform representatives.