Mine For The Taking (2019)

Made in Unity . Realtime Tech Demo . For PC . Sizzle Reel for a Tech-Noir Adventure Game

Set in the alternate 2060’s - a world where a disease affects a significant amount of the global population experiencing "lock-in" and revolutions in neural technology are abound, Mine For The Taking is a tech-noir adventure game about a British government agent who although locked in his body, takes control of humans and robots alike to do the bidding of Britannia. Inspired by the novel Lock In by John Scalzi and fueled by my enamorment of the genres of science fiction and film noir, this project is also profoundly informed by learnings from the art of chiaroscuro and German expressionism. Within the scope of my senior thesis project at Parsons, I present to you a conceptual sizzle reel showcasing the various characters and environments built over the course of one semester in the hopes of promulgating a uniquely impressionistic art style and teasing an intriguing setting that is ripe for adapting in a wider and dare I say, grander, form.

Arcadia (2018)

Made in Unity . Conceptual Prototype . For PC, Mac, iOS, Android, and WebGL . Digital Collectible Card Game

In a kingdom on a land far, far away exists a tavern called Arcadia. Citizens of all backgrounds; whether it be a common merchant or the minister, gather in this legendary place to hold tournaments of tarot-inspired cards. The stakes are high, for it is up to the underdog to climb up the ladder by using their wit and defeat the final challenge of dueling Queen Pearl herself. An inconoclastic mashup of the genres of collectible card games and traditional card games, Arcadia is a group project, proudly made with team member Meric Onel.

The Reverie of Being (2017)

Made in Unity . Conceptual Prototype . For PC and Mac . Exploration Adventure Game

The Reverie of Being is a short interactive audiovisual experience featuring a science fiction story which contemplates on musings on individuality and existentialism. Often it is said that when you truly know that you are going to die, your life changes. When you come to terms with your own end, the journey to that suddenly becomes more important. Despite all attempts, we all lose agency in front of time. What happens to us might not be in our hands, but how we interpret it certainly is. Having this as the underlying idea behind the game, I set out to very much use the narrative of the game as a cathartical device for those who have ever pondered the journey to the inevitable end. While I did attempt to put my own interpretation of existence in the game, I have tried to keep the game as much open to interpretation as possible.

Other Interactive Projects

The following are some of the fruits of embarking in many three-day long game jams held during my time at Parsons. Intended as bite-sized experiments, these pieces try to deconstruct and subvert game design tropes seen in traditional genres such as platforming, shoot-em-ups and even walking simulators. Try them out by clicking on the images!