Active Development
Phase: Core Systems & Economy Loop
Farmer's Market Sim
A cozy yet systems-deep simulation where players grow produce, manage stall layouts, and navigate a dynamic local economy. Built on a ScriptableObject-driven data pipeline for crop types and pricing, with a grid-based placement system and NPC customer behavior driven by supply, seasonality, and reputation. The goal: turn a humble market stall into a thriving local institution.
Unity 6
C#
ScriptableObject Architecture
Grid System
Active Development
Phase: Faction Design & Unit Architecture
Candy RTS (Name Pending)
A real-time strategy game built around three candy factions — Sweet, Sour, and Chocolate — each with distinct unit types, playstyles, and mechanics. The Gummy Soldier shown here is an early unit from the Sweet faction. Designed around a modular unit class system and a shared resource economy, with more factions and unit types planned post-launch.
Unity 6
C#
RTS Systems
Faction Architecture
In Development
Phase: Core Mechanics & Physics Integration
Crypt Raider
A first-person action-adventure focused on physics-based environmental interaction. Engineering the core movement controller and modular trigger systems for trap mechanics. Utilizing ProBuilder for rapid prototyping of spatial puzzles and dungeon architecture.
Unreal Engine 5
C++
Blueprints
In Development
Phase: Systems Architecture & Prototyping
Treasure
A 3D exploration and collection game leveraging the advanced rendering capabilities of Unity 6. Engineering high-performance visual effects using the VFX Graph and a decoupled ScriptableObject-driven architecture for inventory systems, optimized for future Netcode integration.
Unity 6 (LTS)
C#
VFX Graph
Beta
Phase: Data Persistence & UX Refinement
Farm Life
A systems-heavy simulation game featuring a grid-based farming engine and JSON-based Save/Load systems. Currently polishing the user interface and refining the ScriptableObject content pipeline for crop growth cycles.
Unity
C#
JSON Serialization
Feature Complete
Phase: Cross-Platform Maintenance
Evil Wizard (Web/CLI)
A sophisticated RPG engine featuring inheritance-based character classes and a modular combat state machine. The WebGL port is optimized for zero-latency browser deployment with a fully responsive terminal-style interface.
Python
WebGL
Beta
Phase: Feel & Juice Polishing
Racer Stars
A high-speed arcade racer utilizing Unity's Wheel Collider physics and custom torque curves. Features a modular race-manager system and AI waypoint navigation. Currently refining vehicle handling and implementing the New Input System for full gamepad support.
Unity
C#
New Input System
Beta
Phase: Polishing & Performance Optimization
Vampire Survival
A 'bullet-heaven' survival game focusing on Object Pooling and mass-entity management. Features a custom collision-handling system to support hundreds of concurrent on-screen enemies. Currently undergoing balance tuning and optimization of the Observer-pattern power-up matrix.
Unity
C#
Object Pooling
Beta
Phase: Interaction Polishing & Asset Integration
Store Simulator
A first-person management simulation focused on inventory logistics. Features a Dynamic UI system for pricing and a Raycast-based interaction layer. Currently refining NPC navigation and expanding the scalable 'Item Class' hierarchy.
Unity
C#
Raycast Interaction
Beta
Phase: UI Polish & Rule-Set Balancing
Card Battler
A strategic card-combat game built on a modular State-Machine architecture. Features a data-driven card effect system and an AI 'Decision Tree.' Currently focusing on visual feedback for 'chain-reactions' and balancing the status-effect stacking logic.
Unity
C#
State-Machine Architecture