
Helped release Rubber Bandits on multiple platforms, and was the main gameplay programmer on each of its updates since then. Among many features, this included the creation of new game modes, modifiers, weapons, level mechanics, and a customisation and shop system, and plenty of refactoring to ensure the longevity of the codebase.
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I was the programming part of redesigning and releasing Headland, an originally shelved project as a finished game. Apart from adding more content, it was transformed from a completely linear game to one with more interesting progression and gameplay loops, as well as ported to the Nintendo Switch.
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3 years after the release of Conduct THIS!, I was in charge of improving it in every way I saw fit. Among many quality of life changes, I created an endless level game mode with leaderboards, designed countless levels, added cosmetic unlocks, and balanced the difficulty curve using data.
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