PROJECTS
Here are some projects I've worked on and some that I'm currently building!

NOW WORKING
Aard & Wyzz
Join forces and put an end to the revolution! In this local co-op 3D action-adventure game, you will control two wizards who were once one. Combine your skills and solve puzzles as you work side by side to restore balance at the office.
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In the production of this game, I’m contributing to the Game and Level Design, balancing creative ideas with practical implementation in the designed levels.
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βAn experience that is helping me grow as a designer, giving me a realistic view of the industry and teaching me how to collaborate effectively within a professional team.
NOW WORKING
One Last Goodbye
One Last Goodbye is a walking simulator that talks about grief and childhood nostalgia. An experience that seeks to successfully communicate the importance of letting go to be able to heal from something that is not present anymore.
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I’m currently solo developing this game as my final degree project. It’s been a valuable challenge, helping me confront my limits and learn how to structure my workflow to be as efficient as possible within the given time. I'm taking responsibility for every aspect of the development from design, art, and sound, to dialogue scripting, planning, and more.




2024
Environment Modelling
A project that started as a degree assignment, but ended as a huge experience to learn how to dress a previously blocked out level by modelling all the needed meshes and creating a modular pack.




2024
Squirrel animation
Through this project, I discovered how challenging it is to convey personality and weight through motion alone. Just as important, I learned the value of maintaining a clean and organized action timeline especially when transitioning from blocking to refinement and managing a large number of keyframes.
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It also helped me understand how animation plays a vital role in gameplay pacing. For example, in combat scenarios, the right balance of anticipation, action, and overshoot frames is essential not just for visual clarity, but for achieving the intended difficulty and keeping players in a flow state.