Bad Seeds is my Bachelor media project at SAE Geneva. It is a Natural Aesthetics scene created in Unity, featuring NPCs whose dialogues are dynamically generated through DeepSeek's API. Each character’s dialogue adapts based on multiple narrative layers, allowing for rich and contextually relevant interactions that enhance immersion.
Ruby and the Lost Crystals was our third-year student project at SAE Geneva—a cozy puzzle-adventure shooter built in Unreal. Developed in collaboration with Art and Audio students. You play as Ruby, an explorer venturing through ancient ruins alongside Sapphire, a mysterious creature. Together, you solve puzzles, restore lost crystals, and uncover the story of a forgotten civilization.
Project created during the Graphics Programming course in my second-year at SAE Geneva. The project demonstrates various graphics techniques such as PBR (Physically Based Rendering), SSAO (Screen Space Ambient Occlusion), instancing, etc.. all implemented using OpenGL.
Charming Shinobi is a 2D brawler-platformer project developed during the second-year of my Bachelor's program at SAE Geneva, made in one month. It's a round-based combat game with real-time multiplayer networking, using Photon Library for smooth synchronization. The game features my custom-built 2D physics engine designed for efficient collision management with a rollback integration, ensuring a seamless multiplayer experience.
Miaou Engine is a 2D physics engine developed during the second year of my Bachelor's program at SAE Geneva, built over two months. It showcases fundamental physics simulations and optimization techniques in game programming, featuring a custom math library, collision detection and response, and gravitational forces. The engine includes a QuadTree implementation for efficient and optimize collision detection.
A Unity project inspired by the movement mechanics of The Pathless, developed as a personal experiment to explore procedural animations and simple AI behaviors. It features finite state machine (FSM) AI for the robots, a custom cel-shading system for stylized visuals, and procedurally animated flying fish, robot movement and player shooting-aiming animations.
If Only is a tower defense game created in just 48 hours for Ludum Dare 55, exploring the theme of summoning through a pastiche of historical events. The game was developed collaboratively by a small team of three in Unity, featuring custom 2D art and audio. Players provide specific inputs to summon weird creatures and rewrite past events in an accessible gameplay experience. Designed for both mobile and desktop.
This rhythm game is designed to explore various game development techniques in Unity, creating a visually dynamic and engaging experience. The game features rapid input management for precise and responsive gameplay, along with particle systems, text rendering, and custom shaders. This project focuses on experimenting with Unity’s UI, including world-space UI, animated text and shapes, sliders, and more.
Rabbits to the Moon is a 2D platformer with a low-gravity, moon-like experience, emphasizing speed, precise jumping mechanics, and a charming vector-based aesthetic. The gameplay challenges players to maintain a speed boost by carefully managing their jumps while avoiding various obstacles. It features a Hunter system that adds tension with projectiles, a shop system, and a local co-op mini-game inspired by Red Light, Green Light.
A simple 3D action-packed beat-em-all game, created during my first year at SAE Geneva. Designed with procedural elements, diverse enemy behaviors, and player progression through stat upgrades. Engage in fast-paced combat with melee, ranged, and magic attacks while navigating dynamically generated enemy encounters. Features an AI system using behavior trees and a progression system rewarding strategic combat choices.
A 2D dungeon exploration game inspired by The Legend of Zelda, created during my first year at SAE Geneva. Developed to explore the fundamentals of Unity development. Navigate through dungeons, solve puzzles, and defeat enemies using classic action-adventure mechanics.
A personal project exploring how to create a short film using Unity’s built-in tools. Based on an official Unity tutorial, featuring provided models and animations. I learn to use ProBuilder to for greyboxing the city layout for early visualization.Also experiment with different lighting techniques to establish atmosphere and depth. And finally, bring it all together using Unity's film Tools like the timeline system and cameras.
A client project developed in less than a week using Unity, designed to help children grasp basic math concepts through a fun and interactive environment.The game adapts to the player's skill level questions become more challenging as they improve, ensuring a personalized learning experience.