Portfolio

Fields of Mistria: 
Game Analysis

A design analysis examining how Fields of Mistria balances player freedom with structured prorgression in the farming sim genre. Explores the game's core loop, energy systems, relationship mechanics, and seasonal content pacing - with a focus on what keeps players engaged across long play sessions.

Skills demonstrated: Critical analysis, progression systems, player retention, economy design, competitive research, written communication

The E-tery
[In Progress]

A first-person 3D puzzle game where players race against the clock to grab only the food items with the letter "E" in their name and deliver them to the correct station. Features four levels with escalating challenges - from a relaxed tutorial to a frantic 90-second shift with locked doors, hidden keys, and a one-item carry limit. Built as both a portfolio piece and a working example for a student game jam.

Skills demonstrated: Unity 3D, C# scripting, First-person character controller, ScriptableObject data architecture, Raycast-based interaction systems, UI/UX Design, Level design and difficulty progression, game design documentation