Portfolio

Featured Creations

A loop showcasing various prototypes I’ve made in
Unreal Engine 4

a 3d wireframe ogre
This is my first Ogre character with retopologized structure, and it is shown in wireframe form

My Ninja’s Kunai Ability SWEP (scripted weapon), released for a game called Garry’s Mod.

Stats: 200,000 lifetime downloads with a 5/5 star rating at 91% upvote rate.

Released June 14, 2017. Click here for the Steam Page

Click here to scroll to the Garry’s Mod section.

Game Experiences
Unity

Following along with Unity Learn, Udemy, YouTube, Zenva, and other learning resources

I created a plethora of prototypes to build my knowledge with the Unity game engine

2020-2021

Cube Blitz is the first game prototype I created using Unity. It involves the player controlling a red cube that must dodge out of the way of oncoming obstacles in 3 levels of increasing difficulty.

Created in March of 2020. Click here to play it (PC Only)

Kart Racing Microgame - The first "microgame" I worked on in a series of Unity Learn microgames.
Clicky Ninja - A click-intensive game that I created following the ULearn tutorial "Create With Code"

Game Experiences
Unreal Engine

Following along with GameDevTV, Udemy, YouTube and other online learning resources

I created a plethora of prototypes to build my knowledge with the Unreal game engines

2022-Now

An Action RPG prototype I developed to better improve my working knowledge of Unreal Engine 5. Some of the things it includes are: Basic AI, Combat with Combo system, Menu system, Inventory system, RPG elements, and Wave spawning.

Created in March of 2023.

A loop showcasing various prototypes I’ve made in Unreal Engine 4, following tutorials from GameDevTV

A very basic Idle Clicker prototype I made

Game Assets
Blender

I have created a variety of game-ready assets over the years, only as needed.

Sporadically 2012-Now

The Ogre is my first game-ready character that I have made by hand.

He’s a big boi.

Created in May of 2022.

The modular vehicles collection is a set of varied vehicle chassis and varied “heads” that can be set atop the vehicles.

Included are:

 – normal wheel variants, spiked wheels,

 – tripod base, very small chassis, small chassis, medium chassis, long chassis,

 – tank base tracks and head,

 – missile launcher head, tri-gun head, and sci-fi railgun head.

Created in March of 2022.

Ogre - High Poly backside
Ogre - High Poly front-view
a 3d wireframe ogre
My first wireframe Ogre
My first low poly tank 😀
A 3d rendered mech
My first rendered Mech
A wireframe mech
My first wireframe Mech

Game Assets & Experiences
Garry's Mod

This is where I first began making my own assets and did some more freelance work. 

The goal was to expand my skillset and gain experience.

2015-2019

The Ninja’s Kunai, my last iteration in the Ability SWEP series, combined all the skills I had learned from my previous iterations.

In it, I incorporated custom animations, a custom weapon, custom UI elements, a display describing all individual skills, and each weapon was balanced to fight one another in an arena gamemode I never chose to develop.

Stats: 200,000 lifetime downloads with a 5/5 star rating at 91% upvote rate.

Released June 14, 2017. Click here for the Steam Page

[Ability SWEP] Fists of Reprisal - My first scripted weapon (SWEP) and personal favorite of the series.
[Ability SWEP] Blood Mage's Soul - The second iteration in the series.

Event Maps

A series of maps I created to serve servers of 60+ players in a wide variety of ways, such as: PvP, PvE, or Roleplaying.

This is a niche area that was sorely lacking in Garry’s Mod at the time.

Click on a map to learn more about it!

[Event Map] Christophsis - A Star Wars inspired map I was commissioned to create at a very low rate.
[Event Map] Outpost-B1 - A Sci-Fi map I developed to test the diversity of my skillset.
[Event Map] Fortified - The first and most basic map I have developed.

Private Maps and Modes

I’ve created many more custom maps, weapons, abilities, storylines, and whole gamemodes!

A gamemode is essentially a game within Garry’s Mod, using Garry’s Mod as the base.

Due to the nature of their design, I can provide limited information as to what was made.

Mazerunner gamemode, temple map - Click for more pictures of the finished map!
Minotaur's Axe - A scripted weapon I publicly released for the private Mazerunner gamemode I developed.
Hedgemaze traps - This is the first map I made for the Mazerunner gamemode. Not all traps are present at all times, but, if you're unlucky, you'll have to deal with a lot at once. Click for more Hedgemaze pictures!

The Mazerunner Temple Map, my last map creation for the Mazerunner gamemode I developed, is a high difficulty puzzle adventure map. This gamemode is unrelated to “The Maze Runner” movies.

In the game, the Runners run from the Minotaur(s) and attempt to reach the goal of the map. The goal of the map grants the Runners weapons that they can use to slay the Minotaurs. The Runners have multiple lives and spawn far away, whereas the Minotaurs have only one life each and start in the goal of the map.

Each round grants experience, and players unlock alternative classes as they level. Each class has unique abilities that grant boons to evasion or hunting.

Each map is a puzzle adventure, with the Temple Map being nearly impossible to achieve a decisive victory for either team. Many secrets, traps, and obstacles are hidden throughout the maps.

In the temple, the Runners must follow the clues to unlock the entrances to the center of the map. Then, they make their way to the central shrine, all while the Minotaur hunts them with heightened senses.

Completed April 21, 2019. For more pictures of the Temple Map, click here.

Experiences Cont.
The Overwatch Workshop

After years of playing Garry’s Mod, I eventually moved on toward more competitive games.

Overwatch released “The Workshop” which allows players to implement code via a GUI.

I made some content on YouTube to help others learn how to use it, and

I continued to build custom games with it myself.

2019-2022

The 3 Phase Boss Battle custom game mode is a personal favorite of mine and a passion project that I still tinker with from time to time.

In this mode, a team of up to 6 Heroes face off against a single boss enemy that becomes increasingly powerful as the players defeat his previous forms. If all Heroes die, the boss wins the round and must win a total of 3 rounds to win the match. However, the Heroes only need to win a single round to win the entire match.

The essence of Overwatch is a team oriented PvP experience, and this game mode builds off of that. If the Heroes work together and form a cohesive team that understand how to punish the boss’ weaknesses, they will win. At the same time, more people means more mistakes and a required reliance on others.

This game mode also builds off the original weapons and abilities of the Overwatch characters by overlaying RPG archetypes and new custom powers for each of the Heroes. Meanwhile, each boss receives custom abilities unique to them. There are a wide seleciton of Heroes and Bosses to choose from.

My most popular and fastest Overwatch Workshop tutorial is the “How to Create a Custom Spawn Point” tutorial. This was created back when the workshop was first released.

While the Overwatch GUI is simple to understand and utilize, the depth of it can be intimidating to newcomers. I work to make the tutorials simple to understand with concise content.

How to Create Custom Abilities in Overwatch Workshop
How to Revive Allies using the Overwatch Workshop
Overwatch Workshop Guide - How to deal bonus backstab damage

Flash Animation & Flash Games

I made Flash animations and games as a hobby growing up.

Then, I did it as freelance on Fiverr, mainly for fun and experience.

Lifetime 2006-2017 | Freelance 2014-2017

The w0mbatt intro was a comissioned animation for a YouTuber that played League of Legends. For something like $25 he got this 9 second animation.

Released April of 2015.

https://www.fiverr.com/mrfluffolofogus/create-a-2d-flash-animation-for-you

Clickable image of South Park inspired characters
A southpark inspired flash animation I made for my fellow students. It was for The Oddysey.
A flash animation that I was comissioned for.

Game Assets & Experiences
Tabletop Games

I’ve hosted a “homebrew” Dungeons and Dragons campaign for over 2.5 years now, and I’ve created a

number of adventure modules, creatures, and maps for it myself.

I’ve created a wide array of maps for tabletop games, such as Dungeons and Dragons. You can find a few of them here: Link.

I do A LOT of planning. Click this image for a list of documents you can view that exemplify my planning.
A minimalist map of a main city for players

Everything Else!

There’s too much for me to show! 

So, instead, I’ll list a snippet of some of my skills and achieved potential as a developer:

Game Assets:

Character design, Concept art, Pixel art, UI elements, Icons and logos, 3D modeling, Rigging models, Animating models, Texturing models, Level design, Map design, Environmental detailing, Sound design, Music composition and creation, and more! 

Experiences I’ve created:

Primarily, I make 3D games!

However, I also have done: 2D & 3D animations and short films, 2D drawings, 3D images, music composition and creation, tabletop game (D&D) module creation, video editing for YouTube tutorials and general videos.

Everything Else
General Skills & Traits:

Always learning and improving, Big Picture Thinking & Detail-oriented, Communication, Critical thinking, Jack of all trades, Leadership, Self-evaluation & Introspection, and more

Programming:

Coding in C++, C#, Lua, HTML & CSS, JavaScript

Software Experience:

Adobe Bridge / Illustrator / Photoshop, AutoDesk AutoCAD, Blender, FL Studio, Krita, Sony Vegas, Unreal Engine, Unity, WordPress, and many more