









Catastrophe Crow was an video project released by Adam Butcher on Oct 15th, 2020 about a fictional long lost Nintendo 64 game. On Dec 6th 2020 the source unity project used to bring the supposed video game to life and make the original videos was released. However, a lot of what went into gameplay in the video was the result of video editing. It was unfortunately not possible to use the released project to play the game as it was shown in the videos.
This project’s goal was to take the original Unity project and edit it into a state where it could be played as a standalone executable game just like with the original videos. This involved many different things such as heavily editing code and logic from the project to be suitable for a playable experience rather than video creation.
Things such as invisible walls or player triggers also had to be implemented, various bugs and intended debug actions also had been ironed out. Additionally, all UI in the videos was done via video editing. So, while a lot of the UI assets were pre-existing they had to be manually added in and tied to game logic.














This is a personal Unity project with the intent of remagining the 1986 classic as a 3D game. This project was started October 2021 and as of date the current version has fully matching visual design and graphics, various different game mechanics and powerups and large amounts of the Brinstar section level design built.
Making this one involved not only learning creating level geometry but also a lot about visual design. As a part of turning a NES game into a 3D one while remaining true to the original there were various Voxel models made from scratch to capture the 2d sprite feel.










Sky Lagoon is Unity project made for a university class. It’s a 2D action platformer heavily based on games such as MegaMan Zero.
Being pretty much my first Unity project made within a short time frame it is unfortunately very rough around the edges mechanically and uses mostly stock visual assets.
A part of the project was to envision a full game, including backstory aesthetics and aesthetics on top of gameplay so less time was spent on making the fundamentals rock solid.
However it was still a valuable learning experience for general fundamentals of game development, the Unity engine and some general coding.












Digital Dreams was for another University class with the goal of envisioning a full game and building a short demo for it.
The concept behind the game was it would switch between realistic daytime sections where the player is trapped in an apartment, and daytime sections where their dreams are survival horror nightmares with PSX visuals. Although for the scope of the University class only a demo of the PSX section was planned.
The game takes heavy inspiration from original PSX survival horror games, featuring fixed camera angles, tank controls and a similar visual aesthetic.
It was also planned to play with the PSX style in gameplay as well, with inventory management being done in a grid based of the original PSX memory card management as well opening your inventory creating a disc reading noise that could attract enemies.
As a part of this project I got more confident with coding, the Unity engine as well as blender since all the level environment were built in it.


NMS-P is a workshop extension for the game “Hacknet” which was developed by Team Fractal Alligator.
Hacknet is a puzzle game focused on using Linux like commands and interfaces to hack into other computer systems and complete tasks.
In May 27, 2017 a “HackerJAM” competition was started where entrants would make custom campaigns for the game and enter them into the competition.
NMS-P was one of these projects and was made using various XML files to create the custom events and devices you could access in the game.
The extension itself can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=942850836&searchtext=NMS-P