Games & Projects
Six projects, one solo developer — a finished Steam release, a couple still in progress, and one I'm slowly working my way back to.
World 001 started as mine, alone — a small itch.io prototype about living inside a teacher's story of Earth's chaotic early days, blurring narration and interactive fiction. It was my first well-made environment, built while I was still experimenting with graphics and visual scripting.
Then I met the people who'd become my team, and onboarded them to rebuild the idea from scratch, together. What came out of that was much bigger: a large-scale open-world RPG where humans and Jins live in separate realms, divided by ALGHISHA — an invisible membrane that has always kept humankind blind to the other side. The concept explored what happens when that barrier starts to weaken.
I led the team and assembled our work inside Unity, working as the environment artist while a dedicated teammate handled the 3D art in Blender. Being an all-rounder across multiple areas meant I could also step in and assist whoever had the most on their plate at a given time, keeping the whole team moving rather than letting one person's bottleneck stall everyone else.
We hit real conflict and motivation issues, especially as members had to step back for personal reasons. I handled it by talking to people individually, listening to their side, and helping everyone find common ground — then worked to rebuild momentum when morale dropped.
Day to day, I ran meetings with a simple rule: everyone gets heard before anyone responds. No idea was ever dismissed or laughed at — we took suggestions one at a time, waited for a person to finish before the next voice came in, and disagreed with the idea, never the person. I set friendly, realistic deadlines rather than rigid ones, and made a point of maintaining an individual connection with each team member, not just a group one — checking in on people, not only their tasks.
A dense, atmospheric "Dark Forest" prototype — my own design and graphic style, built before the team existed.
A new village look, as the concept scaled into a full open-world RPG.
The project wound down as my student teammates had to prioritize other commitments. Still one of the most formative things I've built — it taught me leadership, communication, and how to pick the right person for the right task.
World 001 is what I want to revive first — probably from scratch. That revival is the first step on a longer journey toward my actual dream project, World 007: a persistent, multiplayer life-simulation at country or region scale. People work, form relationships, and build real lives. Property persists even while a player is offline — a house stays theirs until someone breaks in to steal from it. New players rent, buy, or build their own place from nothing.
My own design and graphic style: a dense, atmospheric "Dark Forest" prototype, built before the team existed.


A new village look, scaling up into a full open-world RPG. It became a more controlled open world: free movement, but within bounded areas, and mostly story-driven. Instead of physically travelling between locations, you'd get teleported or time-skipped based on the current story task.





Worldsmith, my in-development Unity tool for generating whole planets, is currently the closest real technical foundation toward the World 007 vision. World 007 itself is paused — mainly for lack of a team and a stronger hardware setup — but the tooling underneath it keeps moving forward. See Worldsmith
A bio-scientist who warned his own company against the experiment that caused the outbreak wakes alone in his family home, struggling to separate reality from delusion. Searching for his missing daughter, fragments of his memory resurface through the world's clues — leading him through his ruined city, past infected mutants and supernatural entities, racing toward his old lab and the company he worked for, in search of a cure for the infection he tried to prevent.
Five self-contained, chapter-based levels, each representing a distinct part of the protagonist's fractured psychology — my first full game, and the project that taught me how to take a concept from start to finish, solo.



A gripping 6-player survival horror game where reality twists and nightmares come alive. Trapped on a mysterious island, evade an unseen killer and light fire camps for safety, explore breathtaking landscapes, manage resources, and outsmart a force that bends your own reality.
My first full-scale multiplayer project, and my first deep dive into Photon 2 networking. The hardest part was synchronizing six-player sessions with stable input and network behavior — while also handling story planning, level design, scripting, UI, marketing, and publishing entirely solo. It was effectively my first "team-style" project done alone, and it sharpened my understanding of large-scale project pipelines.
Unity 3D (2021.3), C#, Photon 2, PlayFab, Steam Integration, Photoshop, Figma, DaVinci Resolve, CapCut, AI tools.



A narrative-driven game where you live the final night of a maid before her tragic death — with a chance to change her fate. Based on the real, unsolved Hinterkaifeck farmhouse murders in Germany. The project was later renamed to Hinterkaifeck to better suit its real purpose: remembering the event that took place, rather than presenting it as pure fiction.
Solo: writer, designer, programmer.







Four students are summoned to a fantasy world to become heroes and save a captured princess from ancient monsters. The game focuses on growth, teamwork, and moral strength, told through training and battles.
The core technical problem was a multiplayer input system that let multiple 4-player groups exist in the same city while still seeing other active groups — plus presenting large environments at good performance. I paused production to sharpen my multiplayer skills on smaller projects and upgrade my setup before continuing.





An early mobile maze-runner prototype that never made it past the experimental stage. Included here honestly as part of the process — not every project ships, and this one taught its share of lessons before being set aside.