Personal Projects
Rise of Factions: Sparta 2016 - 2017
Rise of Faction: Sparta was the debut title from PolyInteractive Games — a three-lane, capture-and-hold real-time strategy game inspired by the Spartan conquests across Greece and Persia. The visual style was heavily influenced by traditional Greek black-figure pottery, giving the game a distinct and culturally grounded aesthetic.
As Game Director and Designer, I led development using an agile and iterative workflow, collaborating closely with artists and engineers to align the visual style and gameplay with the original vision. I was heavily involved in daily design, testing, and refinement cycles to ensure a cohesive and engaging player experience.
The game was developed and launched on the Play Store within six months.
Following Rise of Faction: Sparta, we decided to pivot toward developing smaller, more accessible games with a one-tap control focus — a trend that was gaining significant traction on the Google Play Store at the time.
This led to the creation of Colorfall (also known during development as Beatdrop), an endless rhythm-based runner where players could use their own device’s music to influence the gameplay. The game dynamically generated obstacles based on the frequency spectrum of each track, interpreting bass, mid, and treble levels to determine obstacle patterns, speed, and timing, making each session unique to the chosen song.
After establishing the core game design, I worked closely with our engineer to troubleshoot and solve key technical challenges around audio analysis and obstacle generation. I also took the lead on designing and creating the user interface, ensuring it was intuitive, visually cohesive, and responsive to the rhythm-driven gameplay.
Poploons 2018 - 2019
BoxBoy 2025
After spending some time with friends and family, and welcoming several new toddlers and babies into my life, I felt inspired to create a simple, educational game tailored to early childhood development. Poploons, a vibrant, balloon-popping game designed to support cognitive learning in young children through engaging visuals and intuitive interaction.
Poploons features three distinct game modes:
Endless Mode – A fun, pressure-free balloon popping experience.
Alphabet Mode – Players pop balloons labeled with upper and lower case letters to reinforce letter recognition.
Counting Mode – Aimed at teaching numbers 1 to 10 in an interactive, rewarding format.
Kepler was PolyInteractive’s fourth and final project, an endless space runner that, while fully conceptualized and prototyped, unfortunately never made it to release on the Play Store.
In Kepler, players jump from planet to planet, using each planet's gravitational orbit to control their speed and trajectory. Timing is critical: staying within an orbit too long risks being pulled into the planet, while moving too quickly can send the player hurtling into space hazards. The mechanic was designed to reward momentum management and quick decision-making, creating a gameplay loop that felt both fluid and tense.
Although Kepler was never publicly released, it served as an exploration into non-traditional movement mechanics and reactive level design within a minimalist space setting.
Colorfall/ Beatdrop 2017 - 2018
Kepler 2019
BoxBoy is a solo venture development. Inspired by The Binding of Isaac, I wanted to create a similar camera/top-down perspective system in a 3D environment. However, BoxBoy is more focused on a puzzle element rather than a combat one, where the player will have to swap between two sub-levels to solve puzzles and progress through each room.
The story is based around a prisoner demon who has escaped his cell; however, to escape from hell, they must attach themselves to a physical object in the real world and similarly escape from the warehouse, as a box. Each enemy type has an alternate version, such as the Factory worker swapping to a demon jailer, and cameras become eyeballs.
The player must push/ pull, hide, and dash their way through each room to reach the boss at the end of each level, and passively defeat the boss by using puzzles, escaping the 9 levels of hell, and the 9 facilities of the warehouse.