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Showreel 2026

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Witchin' Season

Half-Course Project | Unity | Tech Art And Production

Witchin’ Season is a stylized hybrid of tower defense and farming gameplay.

I originated the concept and managed a small team during a two-month production cycle.

 

As technical artist, I focused on Unity implementation, animation, shaders, VFX, and gameplay readability to support both combat and farming systems.

Playable in browser and available for download (for windows):
In this link

 

Tutorial

Upgrades system

Special Attack - CAT

Currecny system, plant and harvest system

Dialog System that drives the narrative of the game and advances the gameplay

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Ace Race

Personal Project | Unity | Solo Game Project

Ace Race is a fast-paced digital adaptation of a card game, designed as a quick and accessible mobile-style experience built around unpredictable and competitive gameplay.

Developed as a solo project, I handled the full production pipeline, including gameplay systems, technical art implementation, UI design and animation, VFX, shaders, asset integration, and overall polish. The project allowed me to strengthen both my technical and artistic skills while delivering a cohesive experience from concept to release.

Available on browser and download for android:

In this link

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Necro Crash Roxanne
Personal Project | Unity |
Solo Game Project

Necro Crash Roxanne is a wave-based action game inspired by my D&D campaign, where players fight enemies and mini-bosses while collecting gems and upgrades from the magical store, WallCart.

I developed the project to deepen my understanding of animation integration in Unity, creating all assets from scratch. My work included environment art, character and enemy animation, UI and custom typography, particle effects, VFX, and gameplay visual feedback.

The project strengthened my skills in animation implementation, art-to-game integration, and building cohesive gameplay visuals within a fully playable prototype.

Available for download (for windows):

In this link

main men

Death animation and upgrading

Fight different bosses, play on different maps and get special items

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Bex's Little Guy –

Personal Project | Unity | Solo Game Project

This project is a small mobile game inspired by a D&D character, created as a personal gift and an exploration of the intersection between art and technology.

Designed as a Tamagotchi-style experience, players care for a mouse through feeding, cleaning, mini-games, and character customization.

 

Developed as a solo project, I handled gameplay systems, UI implementation, art integration, and customization pipelines while using AI-assisted workflows to accelerate iteration and development.

The project focused on bridging art and code through scalable UI-driven systems, rapid prototyping, and cohesive visual implementation within a polished mobile experience.

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Old Wheels

Mobile Project | Unity | Tech Art And Production

Old Wheels is a mobile game developed in under one month for the Game Develp(her) course, where players control a grandma escaping a nursing home while avoiding obstacles and pursuing staff members.

 

Alongside production responsibilities, I focused on technical art and gameplay feel, aiming to create a responsive and visually engaging experience. My work included gameplay implementation, animation, particle effects, shaders, audio feedback, and visual polish, as well as production scheduling and task coordination.

The project strengthened my ability to rapidly prototype, polish gameplay under tight deadlines, and closely integrate visual feedback with game mechanics.

Android APK available here:

In this link

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Choop's Adventure Land

Personal Project | Unity | Solo Game Project

Choop’s Adventure Land is a personal Unity project inspired by a Dungeons & Dragons campaign, created in collaboration with another player to bring an NPC into a playable digital experience.

Players guide Choop through a cave environment, collecting arcane orbs while avoiding crystal obstacles. As one of my first Unity projects, it introduced me to core game development pipelines and workflows, including gameplay implementation, animation, particle systems, lighting, and visual iteration.

The project served as a foundation for bridging creativity with technical implementation and sparked my interest in technical art and interactive development.

Playable in browser:

In this link

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