Loutra (2021-2025)
@ Personal



Loutra
Loutra is an immersive-sim artist residency videogame, developed as an interactive journal for artistic, immersive and atmospheric systems in games design. It is built as an open-ended artgame that is continually updated with installations and exhibitions within the virtual environment.



Loutra was designed to be a virtual artist residency experience, built to encourage artists to work in digital contexts that may be new to them, and to foster new ways of creative thinking in regards to virtual environments and artistic experiences.
it was important to create a dreamlike, liminal atmosphere, and an environment that felt both purposeful and non-descript.


Jaffa Quest (2024)
@ Yogscast Games for Jingle Jam Charity Game Jam


Jaffa Quest
Jaffa Quest was made in one week as part of the Yogscast Games Jingle Game Jam to raise money for a number of charities.
The player controls a Jaffa Cake biscuit hopping through a kitchen.


rated a 10/10 and awarded Lewis’s Pick.





 
teenage fantasy &
Zetatech XPR(2021, 2023)
@ Indiepocalypse 15 & New Egg Dog City at Boshi’s Place, Brooklyn NY 2024


Teenage Fantasy & Zetatech XPR

Teenage Fantasy is an interactive playlist visualizer that blends music and visuals, and Zetatech XPR takes you into a mysterious cyberpunk world full of puzzles. 

Teenage Fantasy was selected to feature in Indiepocalypse #15, a curated anthology of Indie Games by Pizzapranks.

Zetatech XPR was exhibited at Boshi’s Place, Brooklyn, as part of New Egg Dog City.


Teenage Fantasy started as an art test that let users scan in-game codes to stream music directly from Spotify to their mobile devices.

I expanded upon the unique 1-bit art style of Teenage Fantasy to produce Zetatech XPR, where the player explores the psyche of an unknown user through an archaic cyberdeck, uncovering fragmented memories and lost data. gameplay revolves around navigating cryptic, hidden spaces and interacting with forgotten files, creating an atmospheric, narrative-driven experience.


wishing well(2022)
@ Chroniques- Biennale des Imaginaires Numériques, Marseilles FR 2024



Wishing Well
Wishing Well is a physics-platformer technical demo & proof of concept.
a golden coin hops itself into a well to make a wish.
A continuation on the low-fidelity pixel style, utilising a limited colour palette to create hazy atmospherics from simple shaders.
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Wishing Well was featured in Chroniques as part of Imaginaires Numeriques at ZINC, Marseilles.


moonworld & moonworld: arcade mode(2022)
@ Flying Object & The White Pube for Tour De Moon at Unboxed: Creativity in the UK 2022

Moon World
MoonWorld and MoonWorld: Arcade Mode were made in one month as part of Tour De Moon as part of Unboxed: Creativity in the UK, a nation-wide festival celebrating diversity and talent.

Moonworld is a subversive grapple-hook platformer that coerces players into straying from their objective in pursuit of free-roam. fragments of an abandoned theme park merge with apartment blocks, large batteries, and vibrant space-basketball courts found in low-earth orbit. This game takes place in a stopping point between the earth and the moon.
The player is told to go down a glass tube to deliver a message, but that separates them from the city that is waiting to be explored.
Players have to think outside of the box so that they can escape this arbitrary task and see where they can visit, facing a range of platforming challenges.
Utilizes a hybrid character controller to provide different physically-responsive play mechanics depending on player behaviour.



nokia world(2021)
@ NOKIA 3310 gamejam 2021





Nokia World
Nokia World was developed for the NOKIA3310Jam, restricting the in-game resolution to match the resolution of the infamous Nokia 3310 Cell phone. the player embodies a mold spore, strolling through one of these phones, talking with personified versions of the phone applications such as Snake or The Calculator, before the phone shuts off forever. Nokia World was selected to feature in the Indie Bundle for Palestinian Aid.

Nokia World was created bytranslating the existing game systems from a research project into this simplified context. this challenged the project significantly, so that I had to do a lot with only a little.
pixels were reduced into suggestive and iconographic forms, and interactive systems had to be clearly defined.