top of page
  • LinkedIn
  • GitHub
  • X

Current Projects

Current

Echo Rift

Unity Engine | Nintendo Switch, Steam

PLAY THE GAME ON STEAM

https://store.steampowered.com/app/3563460/Echo_Rift/

​

The game is a played on a 9 x 6 grid where the player has to move to the beat of the music according to the bpm that is used. Keeping beat is extremely important since you more than likely will be punished for not doing so. The player will have to defeat the enemy that is in front of them, while keeping the rhythm.

 

The game draws inspiration from many different titles, which include Crypt of the Necrodancer, One Step to Eden, Megaman Battle Network, and more.

 

Echo Rift was an endeavor to get it out the door one could say...

Unreal Engine Projects

Unreal

Clench The Stench

Unreal Engine | Alt Ctrl, PC

Clench the Stench, is a 4 player racing game that uses an alternate controller: an office chair. Players rotate the chair in place to move forward in the game (we use gyro for this). If a player stands up, they will active a boost, provided their boost meter isn't depleted. Using pressure pads embedded in the chair's cushion, players can steer left or right by lifting a butt cheek. To use an item (if they have one), players must hit both armrests simultaneously. The gameplay is inspired from games like Mario Kart, though the uniqueness comes from the hilarious aesthetic of your goal being to get to the finish line first, so that you are able to use the restroom, as the name entails you are literally clenching the stench. We have been able to host our game at multiple events which include EAE Launch and The Halo Championship Series 2024: Salt Lake City Major. We were nominated at the GDC 2025 (Game Developers Conference)...

Rescue Rush

Unreal Engine | PC

Rescue Rush is a game within the constraint that we had to implement twitch integration within the game, so that the twitch chat could interact with the one that was playing the game in some matter. The game's loop revolves around saving babies from a burning building as a firefighter and the way you go about saving them is pretty funny, you must kick the babies out of the building so that they are away from danger! (funny right) Each baby has a name which correlates to those within twitch chat, so twitch chat will play the role as the babies which need to be saved, they can make the babies cry, start fires, and throw tantrums through chat commands in chat.

Unity Engine Projects

Unity

Read The Room

Unity Engine | Game Jam, PC

This project was part of a 3 day game jam. The prompt we were given was fight or flight. I worked on this project as one of the two engineers on the project. Though given the timeframe of the project everyone in the team more or less had to wear different hats in order to get the project done.

BoxedIn

Unity Engine | Mobile

BoxedIn is a puzzle platformer and meant to be a serious game that revolves are around the topic of codependency within the gameplay and narrative. We created a 2D mobile platform puzzle game where the player is reliant on their partner to solve all of the challenges that are ahead. The game uses touch controls and you are able to interact with your partner in various ways, from having your partner follow you or stop in place and having the ability to pick up and throw your partner so that you can solve puzzles that would otherwise not be solvable.

Networking Projects

Networking

Networking System

Custom Engine | PC

1.      Download My Netcode Project and make sure to put it under the Filter “Engine” within Your Project solution.

 

 

2.      Make sure that the needed references of the Netcode Project are added, which include “Math” and “Physics”.

 

 

3.      Make sure that the Property Pages are Set Up Correctly for the Netcode Project. Within the Property Manager make sure that “Win32” Includes “OpenGL” and “EngineDefaults” for both the Debug and release versions. “x64” must include “Direct3D” and “EngineDefaults” for both the Debug and release versions.

Racing Networked Game

Custom Engine | PC

Why did I choose to create this game?

The game that I decided to create was an online multiplayer racing game where the goal is whichever player gets to the finish line first wins. I chose to create an online multiplayer racing game due to the fact that I built my own Network system and along with that I chose incorporate Gabe Robinson-Barr’s vehicle system, which allowed me to easily add cars to my project. Additionally, I incorporated Yan Liu’s collision system into my game, so that I would be able to tell who finishes the race first, since this game is an online multiplayer game using my network system, so I needed to determine who hits the finish line first so that a message of who won is sent across all clients.

Other Projects

Other

Versus Mode

Unreal Engine | PC

This is a project I have wanted to start for a long time, yes it was part of my final for one my engineering classes, though it is the start of what something i actually want to continue on and create. Versus mode is a platform fighter very inspired from the Super Smash Bros. franchise, in which I am very fond of. Though this project has a deeper goal, which is for my own benefit and that is to learn how to implement roll back netcode. I wanted to implement roll back netcode where it makes the most sense to do so, and fighting genre is one the main genres in my opinion that needs roll back netcode.

Gonk Avoidance

Unreal Engine | PC

The main object of this project was to use the command pattern to implement the ability to undo and redo actions. As you can see you can choose to move a unit, but can undo and redo that action if you choose to do so.

 

While learning the command pattern was the main objective of this project, I implemented enemy AI on top of that, which uses pathfinding based on the A* algorithm, though I use a grid approach to make this work. On top of that the map that you see in the video uses a map builder system I had implemented, so that I could easily change the map out as I see fit, which then generates the map when hitting play. If I were to continue this project I would add multiplayer to it and a game loop to attack different units.

Ghost Trap

Unreal Engine | PC

In this project my goal was to create a unique take on the horror genre, inspired from one of the early classics Pac-Man. It didn't need to be a horror experience, though I have become very fond of that game genre. This project includes various systems, a big part of the game was implemented the pathfinding for the enemy AI. I decided to go with a waypoint approach, though I was concerned with how I would be able to get the neighbors of each waypoint in the world, while placing them in the world. I decided to have each waypoint find their neighbor by using a raycast, which was able to get a neighbor based on whether it was valid or not (like if there was a wall in the way or not).

IMC (First Experience with Unity's Netcode)

Unity Engine | PC

Interstellar Moving Company a game made in Unity, was a bit of an ambitious project that me and other classmates had decided to tackle over the summer break away from school (We did not know what we were getting into haha...).The game was very much inspired from the hit game Lethal Company, so we wanted to include online multiplayer into the project. Before this project I expressed my interest in learning how to incorporate networking into games, so I was tasked with everything related to online multiplayer.

 

Escape Room

GameMaker Engine | PC

Escape Room is a project I developed from the ground up in GameMaker, with the goal of implementing game AI in a unique and dynamic way. The concept revolves around an adaptive AI system that reacts to the player's presence. If the enemy sees the player, it begins to chase them. However, if the player escapes and breaks the line of sight, the AI makes an educated guess on where the player might be and there is a good chance they will check within that vicinity.

Super Human Ball

Unreal Engine | Alt Ctrl, PC

In this project, the objective was to prototype an innovative alternative controller concept paired with a game prototype that showcased its potential gameplay applications. The proposed idea, Super Human Ball, drew inspiration from the popular Super Monkey Ball franchise. Our vision was to immerse the player by placing them inside a giant hamster ball-like structure that served as both the controller and an integral part of the gameplay experience. By rolling the physical ball in real life, players would directly control the movement of the in-game ball, creating a unique and engaging way to interact with the game world. Within the prototype phase we had to prove that this concept would work, so we had to create a mini scaled version of the idea.

Gawr Gura Pong

Custom Engine | PC

Write up coming soon, but in the mean time you can check out the game I made with this Engine above or check out my other projects!

Blade Guy

Unreal Engine | PC

Blade Guy is built up with sole purpose of creating a gym revolving around the verb cut, so wanted to create a gym where you would be able to find different blades that were based on their color, which would determine whether or not you can cut a particular object. Further more we wanted the player to be able to cut the cuttable meshes, enemies, projectiles, text, and ect.. as they see fit whether they are hitting it vertically or horizontally they would see the mesh getting cut in more and more pieces based on how many times the player decides to cut it.

Mirror Force

Unity Engine | Web GL

Mirror Force is an arcade shooter that is heavily inspired from the arcade game Zaxxon. Our goal for this project was to iterate off a classic arcade game, while implementing a mechanic that would set us a part from the original game, which we decided to get rid of the player shooting projectiles and would instead incorporate a shield mechanic to reflect enemy projectiles back at them.

Roberto Valentino Reynoso

bottom of page