Building an engine from the ground up that will be used to create Turn-Based-Combat RPGs with systems that are influenced by player choices.
First-Person Arena Shooter. My work involved implementing Battle Passes, Customization items, and Storefronts for Live Ops.
A wave-based shooter where you use a vacuum to suck up objects and shoot them at your enemies.
Play as a Ghost, possess household objects, mess up a home, before being captured by a Ghost Catcher.
Top-Down Shooter that utilized Ice weapons and a Time Travel mechanic to defeat enemies and overcome puzzles.