Piopalooza Game Project
Starting in January of 2026 and ending in April, I worked with a small team to create a collection of games called Piopalooza- a variety pack of different games that would step into various different genres, be in drastically different styles, and push our skills to the limit. While there was some overlap, each team member had their own games that they were in charge of designing and programming, and so catalogued here are what I had worked on in this period.

Media Microgames
The first game of Piopalooza, this game was greatly inspired by the WarioWare series, being a rapid-fire collection of minigames that the player needs to complete without failure. Each round has the player presented with the control scheme for the next minigame, before needing to quickly adapt and figure out the objective of the game. The game uses hand-drawn art and animation, all done by myself.


Pioneer Pets


Pet raising and training simulators are a very popular type of game, and so working on one as something I had a lot of fun doing. Again, here I handled all of the programming, design, and art assets, including both texturing and modelling. By playing the other games, you earn money that you may use to buy eggs which hatch pets, food, and other supplies to keep and feed the pets. Pets have unique stats and appearances, and can compete in different games, breed, and personalities that dictate their behaviors.
Foolbind 2


Roleplaying games are a personal favorite of mine, and a genre of game I have explored a couple of times- in fact, this newest attempt at programming an RPG system is the direct sequel to one of my other projects, also developed in a timeframe of less than 3 months. While this project had to share the timeframe with the other parts of Piopalooza, I consider it to be mechanically superior to the original Foolbind, with more in-depth abilities and battle mechanics.

The turn-based battle system was designed from the ground up, inspired by classic RPGs like Dragon Quest and MOTHER- it improves upon its predecessor with more detailed status effects, using an elemental weakness/resistance system for all characters, and a more dynamic system allowing for enemies and allies to be summoned in and knocked out without skipping their turns.