GAMES
Video and board game projects in which I have had a hand in helping create.
-
PERSONAL PROJECTS
- Unity Game Dev Starter Pack↴
- Chimera Revamped↴
-
OTHER PROJECTS
- Bossrush TCG↴
- Here Be Dragons↴
UNIVERSITY PROJECTS
A curated list of some of my favourite projects made during my Game Design degree.

Chimera
3D Artist, Level and Narrative Designer/Programmer
A post-apocalyptic CRPG following a mutating dog learning about a world previously beyond his comprehension.
Play as Oscar, a husky that so far has become an expert at fetch and cosy naps but is now forced into playing guard dog when giant mutated creatures invade his home. Gain sentience after first contact with a mutated frog-scorpion, and use it to find clues to the whereabouts of your owner and the cause of the havoc outside!
I worked on this game alongside Critter Knitter Studios as my final project assignment for my Bachelor of Arts (Hons) degree in Game Design, from October 2023 to June 2024.
The game was exhibited alongside many other indie titles at GamerFest 2024, as well as the open GradX exhibition in TUD. As of April 2025, the Critter Knitter team has begun searching for investors to begin realising this demo's full potential.
Full details on my roles and contributions to Chimera along with videos are available here.
3D Artist, Level and Narrative Designer/Programmer
A post-apocalyptic CRPG following a mutating dog learning about a world previously beyond his comprehension.
Play as Oscar, a husky that so far has become an expert at fetch and cosy naps but is now forced into playing guard dog when giant mutated creatures invade his home. Gain sentience after first contact with a mutated frog-scorpion, and use it to find clues to the whereabouts of your owner and the cause of the havoc outside!
I worked on this game alongside Critter Knitter Studios as my final project assignment for my Bachelor of Arts (Hons) degree in Game Design, from October 2023 to June 2024.
The game was exhibited alongside many other indie titles at GamerFest 2024, as well as the open GradX exhibition in TUD. As of April 2025, the Critter Knitter team has begun searching for investors to begin realising this demo's full potential.
Full details on my roles and contributions to Chimera along with videos are available here.
Visions
Game Developer
Nostalgic puzzle platformer created from the memories of a long gone Flash game from my early teenagehood.
This game was the first game that I completed solo in Unity, in 2021. The game was created for the theme "Vision", so certain screens of the game are rotated at sharp degrees, complicating the platforming. The game has second, "single screen" downloadable demo version.
I sadly have not been able to find the Flash game that inspired this remake-from-memory, but that game was directly responsible for my current path towards becoming a game developer.
Full details of this game alongside a gameplay link are available here.
Game Developer
Nostalgic puzzle platformer created from the memories of a long gone Flash game from my early teenagehood.
This game was the first game that I completed solo in Unity, in 2021. The game was created for the theme "Vision", so certain screens of the game are rotated at sharp degrees, complicating the platforming. The game has second, "single screen" downloadable demo version.
I sadly have not been able to find the Flash game that inspired this remake-from-memory, but that game was directly responsible for my current path towards becoming a game developer.
Full details of this game alongside a gameplay link are available here.
First Circle: Limbo
Game Developer, Sound Designer
A hellish landscape of obelisks... You have finished your time in hell. Ascend the bright corridor to what awaits...
This game was created as part of a Sound Design module in my third year of the course. We were free to make any gameplay experience we would like (or even modify a pre-existing project), however the project had to make use of the FMOD proproetary sound effects engine, and have a number of sound effects and dynamic tracks.
In the end I decided to use the three weeks I had to create a short walking-simulator experience, focusing on simple visuals and a dynamic soundtrack to create an atmosphere.
Full details of this game alongside a gameplay link are available here.
Game Developer, Sound Designer
A hellish landscape of obelisks... You have finished your time in hell. Ascend the bright corridor to what awaits...
This game was created as part of a Sound Design module in my third year of the course. We were free to make any gameplay experience we would like (or even modify a pre-existing project), however the project had to make use of the FMOD proproetary sound effects engine, and have a number of sound effects and dynamic tracks.
In the end I decided to use the three weeks I had to create a short walking-simulator experience, focusing on simple visuals and a dynamic soundtrack to create an atmosphere.
Full details of this game alongside a gameplay link are available here.
RAPID-ITERATIVE PROTOTYPES
A series of projects developed one after the other in small teams with only two/three weeks of development each.
Easier Mario
Level Designer, Sound Designer & Artist
Easier Mario is a simple 3d platformer collecting toys and bringing them back to their children.
The brief for this project was to "make a game for a person that does not normally play games" and so the team designed the game specifically for the mother of our head programmer. The focus was heavily on making the game as accessible as possible, and maintaining ease of play while not completely trivialising the challenge.
Full details of this game alongside a video link are available here.
Level Designer, Sound Designer & Artist
Easier Mario is a simple 3d platformer collecting toys and bringing them back to their children.
The brief for this project was to "make a game for a person that does not normally play games" and so the team designed the game specifically for the mother of our head programmer. The focus was heavily on making the game as accessible as possible, and maintaining ease of play while not completely trivialising the challenge.
Full details of this game alongside a video link are available here.
The Claw
Programmer
You are a teddy in an arcade machine, eluding the Great Equaliser that is the claw that reaches apathetically from the heavens above.
For this project the brief was to create an enemy AI with multiple behaviour states. We decided this would fit a horror game, as having a singular complex enemy would create a higher quality gameplay experience and is a staple of the genre. The claw would switch states depending on if it detected the player, detected other wandering teddies, was in search mode, or depending on the player's actions.
Full details of this game alongside a gameplay link are available here.
The Great Cheese Heist
Level Designer, Artist
The Great Cheese Heist is a 2D rat stealth game where you play as a rat hunting for cheese and eluding chefs in a restaurant.
This brief was to "make a game for a person that does not normally play games" and so the team designed the game specifically for the mother of our head programmer. The focus was heavily on making the game as accessible as possible, and maintaining ease of play while not completely trivialising the challenge.
Full details of this game alongside a video link are available here.
Level Designer, Artist
The Great Cheese Heist is a 2D rat stealth game where you play as a rat hunting for cheese and eluding chefs in a restaurant.
This brief was to "make a game for a person that does not normally play games" and so the team designed the game specifically for the mother of our head programmer. The focus was heavily on making the game as accessible as possible, and maintaining ease of play while not completely trivialising the challenge.
Full details of this game alongside a video link are available here.
PERSONAL PROJECTS
The personal projects I have been working on solo since my graduation.
Unity Game Dev Starter Pack
Game Developer
A set of modular systems, whiteboxed levels, fully commented scripts and prototyped levels alongside a .PDF handbook intended to guide beginners in the Unity engine.
This idea came to me shortly before I graduated from my university Game Design course and begun working there as a TA. I had just learned of and began playing TIS-100, a programming game in which you rewrite corrupted code, and it had struck me how similar the feeling of flipping through the game's physical manual was to my time searching the internet for a C# solution or tutorial for Unity only to find a video from 2013 that just barely worked.
I thought: "Huh. What about a game about fixing a corrupted Unity project that teaches you how to navigate the engine and comes with the game's uncompiled files? Shouldn't someone do that?"
And so, I am making it.
In development, links/project details set to come September 2025.
Game Developer
A set of modular systems, whiteboxed levels, fully commented scripts and prototyped levels alongside a .PDF handbook intended to guide beginners in the Unity engine.
This idea came to me shortly before I graduated from my university Game Design course and begun working there as a TA. I had just learned of and began playing TIS-100, a programming game in which you rewrite corrupted code, and it had struck me how similar the feeling of flipping through the game's physical manual was to my time searching the internet for a C# solution or tutorial for Unity only to find a video from 2013 that just barely worked.
I thought: "Huh. What about a game about fixing a corrupted Unity project that teaches you how to navigate the engine and comes with the game's uncompiled files? Shouldn't someone do that?"
And so, I am making it.
In development, links/project details set to come September 2025.
Chimera Revamped
3D Artist
This is a full graphical rework of the game I completed with Critter Knitter Studios, details linked above ↑.
While I worked on Chimera as a primary artist, the work was split multiple ways with myself, a UI/2D graphics artist, and a 3D artist/animator. We had also chosen a style for which assets could be made quickly and were easily modifiable to create the illusion of variety, a part of which is heavily reliant on a specific shader that does not interact well with Unity's new rendering environment.
Therefore, this reworked version is a version of the Chimera project with every asset, texture and shader created or revamped by me, and is intended as an artstyle proof of concept for the game.
Full details of this project along with a link will be available soon!
3D Artist
This is a full graphical rework of the game I completed with Critter Knitter Studios, details linked above ↑.
While I worked on Chimera as a primary artist, the work was split multiple ways with myself, a UI/2D graphics artist, and a 3D artist/animator. We had also chosen a style for which assets could be made quickly and were easily modifiable to create the illusion of variety, a part of which is heavily reliant on a specific shader that does not interact well with Unity's new rendering environment.
Therefore, this reworked version is a version of the Chimera project with every asset, texture and shader created or revamped by me, and is intended as an artstyle proof of concept for the game.
Full details of this project along with a link will be available soon!
OTHER PROJECTS
Projects spearheaded by others that I have contributed to.
Bossrush TCG
Card Artist & Playtester
"Bossrush is a game where two players build their own deck and battle against each other to see who can defeat the opponents boss card first. It's a strategic game about planning your moves and waiting for the right moment to strike."
This is a Trading Card Game (TCG) created by a fellow Irish indie game developer, inspired by tabletop games and popular in the genre like the Pokémon TCG.
I have contributed preliminary card art for the game's current build, as well as playtested a number of versions of the game over a span of a few months. When the full version is scheduled for release, I will be creating illustrations for the remaining cards.
Full details of this game alongside a downloadable manual are available on the developer's site.
Card Artist & Playtester
"Bossrush is a game where two players build their own deck and battle against each other to see who can defeat the opponents boss card first. It's a strategic game about planning your moves and waiting for the right moment to strike."
This is a Trading Card Game (TCG) created by a fellow Irish indie game developer, inspired by tabletop games and popular in the genre like the Pokémon TCG.
I have contributed preliminary card art for the game's current build, as well as playtested a number of versions of the game over a span of a few months. When the full version is scheduled for release, I will be creating illustrations for the remaining cards.
Full details of this game alongside a downloadable manual are available on the developer's site.
Here Be Dragons
Artist and Designer
A top down dragon-raising game, inspired by early entries in the Heroes of Might and Magic series.
This is a game that was created for the Godot exclusive game jam, Godot Wild Jam #79 for the theme "Growth". It is a game where raise a dragon from an egg of your choice, then race to grow their strength by conquering and holding onto territories neighbouring your nest as a rival dragon does the same on the other side of the map.
Sadly, because of reasons out of our control my team was not able to submit the project in time for the jam, but not wanting to waste a good idea and days worth of work, we decided to complete the project on our own time.
Full details of this game will be available soon!
Artist and Designer
A top down dragon-raising game, inspired by early entries in the Heroes of Might and Magic series.
This is a game that was created for the Godot exclusive game jam, Godot Wild Jam #79 for the theme "Growth". It is a game where raise a dragon from an egg of your choice, then race to grow their strength by conquering and holding onto territories neighbouring your nest as a rival dragon does the same on the other side of the map.
Sadly, because of reasons out of our control my team was not able to submit the project in time for the jam, but not wanting to waste a good idea and days worth of work, we decided to complete the project on our own time.
Full details of this game will be available soon!