Tag: 3D

  • Wish Garden

    Wish Garden

    This Experience is meant to replicate the same rituals found in the real world: the release of paper lanterns, hanging red ribbons… making wishes. Blow a Dandelion Puff to make a wish. The wishes made here are available for everyone to see for as long as the Experience is available, read as yellow Dandelion Wish Flowers. Make a wish, and more Dandelion Puffs grow from the seeds you blow away.

    This is not a traditional game. This is a place for you to take a peek into other people’s lives through just a brief moment.

    I created this game in 72 hours as part of the USC x Roblox Game Jam 2024. Wish Garden won the award for the Creativity and Innovation category.

    Highlights

    • Fully persistent 3D environment syncs across multiple servers
    • A simple but highly effective instance management system
    • Taken from concept to product in 72 hours
  • A Close Call

    A Close Call

    Together with GlibDuke, sean21307, Avallachi and RZKU, we created A Close Call. Our entry was awarded 1st prize in the Most Engaging Experience category of Inspire 2024’s 72 hour Game Jam, “Time is your enemy”.

    Contributions to the project

    • Creation of small environment assets and set-dressing
    • Large-scale level design
    • Direction of environmental storytelling and narrative design beats
    • Rendering the thumbnail
  • Cookie Run: Pup-Cakery!

    Cookie Run: Pup-Cakery!

    Raise adorable Cake Hound companions!

    • Play and socialize with your Cake Hounds to keep them happy!
    • Check in every day to take care of your Cake Hounds!
    • Create unique recipes to bake brand new baby Cake Hounds!

    I created Cookie Run: Pup Cakery! in two weeks as part of the Cookie Run: Kingdom Creator Challenge, where fans of the mobile gacha game Cookie Run: Kingdom were challenged to create a fan-game inspired by the game’s world.

    The state it is in is mostly for demonstration, but under the hood there is a robust and highly modular pet creation and behavior system which can be rapidly expanded to create new opportunities for players!

    The game is only tentatively available to play as it undergoes a codebase rewrite.

    Highlights

    • Randomized pet generation creates a nearly endless number of combinations
    • Asynchronous networked save management
    • Modular character system innovates on Roblox’s existing character framework
    • Leverages existing IP to make a new and novel title
  • Midmortis Character Figure

    Midmortis Character Figure

    This figure was commissioned by a client originally with the intention of being printed with a resin printer. The figure would depict three characters from the student animated series Midmortis, who the client provided character sheets and turnarounds for.

    The figure would be created in Blender for the software’s versatility and for easy access by the client.

    The figure as seen in Blender.
    3/4ths character sheet stills for the three characters (from left to right) Salem, Phoebus and Hugo.

    The figure underwent several rounds of iteration in order to bring the 2D characters to life as a 3D sculpt and was eventually split into sections and printed with a large-form FDM printer instead.

    A photograph of the printed figure taken by the client.

    The figure is currently in the process of being painted!

  • Smoke Break!

    Smoke Break!

    Smoke Break! is a 3D stealth puzzle game where you play as Applewood, a living puff of smoke, who’s hungry for a sweet, charred treat.

    In this lighthearted adventure, mischief seekers will explore Applewood Factories — a whimsical pie-producing workshop. Cause hilarious hijinks as you delve deeper into this fantastical factory for a deliciously burnt pie!

    I am credited on this project as 3D art lead. My role primarily included asset management, standardization and documentation. Smoke Break! was featured at the 2025 USC Games Expo, the winner of the Design category at the Student Achievement in Game Excellence (SAGE) awards, and will be featured at the 2025 Game Devs of Color (GDoc) Expo.

    Contributions to the project

    • Representation of 3D artwork in art leadership and consultant to 3D artists
    • Creation of a modular NPC system that allowed for rapid design of diverse characters
    • Implementation and management of assets in-engine
    • Creation of Applewood’s cute little head! 🙂
  • Change()

    Change() is the third prize winner of the 2025 Roblox University Week Game Jam hosted by Roblox Developer Relations. I created this game by myself in one week.

    Using your Consoul, a magical computer interface, reprogram the world in order to escape the prison of your reality. Change() teaches introductory programming principles such as variables, pointers and functions, all in the robust beginner-friendly flavor of Roblox Lua.

    Highlights

    • The central mechanic is a fledgling code-parser that allows allows players to modify variables, call functions, and even change the references of puzzle objects.
    • A robust puzzle framework that allows for the rapid creation of new interactive puzzle objects: the system design is scalable for future development.

    Inspiration

    The narrative of Change() is inspired by my own spiritual perspective that parses non-dualist concepts through metaphors of computers and technology. In order to write peace in the place of danger and confusion the player must remember that they are the author of their script and have the discipline to change it.

    Production

    The Game Jam theme was “break the rules”. As a game designer, I usually put mechanics before design, but I knew without thinking that I wanted to create a game that ended in the player freeing themselves from a metaphorical prison. After iterating through many subjects, I had reached into the very bottom of my brain for something deeply personal. Often I would imagine life like a vast video game which at a metaphysical level we design: the mechanics emerged naturally alongside the narrative.

    I will admit that I decided to join the Jam a little late in the game. I had been traveling to spend time with family, and as much as I love to develop even outside of professional and academic settings I did not want what is ultimately an optional project to take away from that time.

    I leveraged both locally hosted LLMs, ChatGPT, and Roblox’s AI assistant to speed up my workflow but also to teach me about the design of code parsers: how to isolate identifiers, statements and functions from lists of tokens.

    I decided to scale what remained of production around how long it took me to create the parser, which was decidedly the most important part of my design. In the end, it took up most of the remaining time and the final 24 hours was spent designing the puzzles, throwing together the physical environment and of course, debugging.

    If I had more time (which is not-so-theoretical since I fully intend to bring this game to a release candidate) then I would have improved offboarding, made the parser less strict, and made the UI just the teeniest tiniest bit prettier.

    What’s Next

    Offboarding

    Roblox games aren’t known for their beginnings and ends, but the lack of offboarding is unsatisfying. I’d like to execute on my original idea where the player gains enough privilege to access a Destroy function, and they can destroy their prison and escape out into a beautiful natural scene. Although the spiritual influence is subtle, to end in quiet peace communicates the most important meaning and would complete my intention.

    Polish and Education

    After that important step, it is more puzzles, more polish, and user testing. Education is central to both the entertainment value and practical function of Change(), so it’s level of effectiveness at teaching introductory level programming should be assessed with audiences that do not know how to program.

  • 12

    12

    In the kids MMO Doodlandia, you can be whatever you want, because of the magical clock tower that brings all your drawings to life.

    You’ve grown up with this game, made countless friends and enemies, and built a second life in it, but in just 6 hours the servers will permanently close, and Doodlandia will be gone forever.

    Take one last look at the digital world you grew up in before it vanishes.

    I served on this project as an engineer and sound designer. I worked alongside my amazing friend and working partner Ampheraptor who took care of art direction and narrative. Together, we created 12 as a love letter to the MMOs we grew up playing.

    My contributions to 12

    • Easy-to-use NPC creation system that allows designers to create NPCs code-free
    • Dialogue trees and branching narrative
    • Base level systems design to support a 3D world
    • Music and sound
    • Emulating the functional qualities of early children’s MMOs as part of creating a period piece

    Inspiration

    Me and Amp have a shared history with games like “Animal Jam”, “Pixie Hollow”, and “Club Penguin”. The experiences we had in children’s MMOs inspired us in an uncountable number of ways, but our playgrounds were uniquely ephemeral. Their closures were sudden, and often meant their total disappearance. We wanted to create a game that captured the last moments of a childhood virtual world: to represent the ultimatum of an online community.