Welcome to my little shelf of game experiments.
I’ve spent over a decade working in IT infrastructure across industries like medical, fashion, nonprofit, and finance. But outside of that, I explore game design, VR, 3D printing, hardware, and electronics. I’m not a programmer or developer (at least, not on purpose), though GitHub seems to think otherwise.
This page is a collection of personal projects and collaborations where I’m learning in public. Each game here is built with care, curiosity, and a lot of trial and error.
Ever wonder where your missing socks go? Turns out, they end up in Sockhalla, a cozy afterlife full of sentient socks, ancient rivalries, and questionable laundry bets.
You play as a lost human-turned-sock navigating friendships and maybe even romance.
It started as a game jam project but evolved into something much stranger and more heartfelt.
Credits:
Angela Hanna Goulene – Concept, 2D and Game Design
Claire Rosario – Developer, Game Design
Claudia McArthur – UI Design
Built as part of my final project in the PlayCrafting Unity course, this game went through two full rebuilds in just a couple of weeks.
You're a zombie breaking out of a lab, dodging traps, and escaping with your slightly reanimated dignity.
This game is still in development and currently being rebuilt from the ground up. Try the demo and let me know what you think at Makeea.io.
A WWI biplane has one engine left, and unfortunately, it only turns left.
Can you land safely while spiraling in one doomed direction?
Built in 40 hours with a large team, where I helped guide first-time devs through the game-making process.
Theme: “Only One”
Meet Bob. Just Bob. He is aggressively average and dangerously obsessed with coins.
Nobody knows why Bob wants all the coins, least of all Bob. But that is the job, and Bob is all in.
Dodge timers, grab coins, and move faster than your existential dread.
Built in five hours (give or take an existential crisis) using the Turbo Engine, more luck than skill, and a disturbing amount of trial and error.
How to play:
Coins are good. The timer is not.
Do not stop. Bob gets anxious if you stop.
Outside of these, I’ve helped build a bunch of other jam games, usually with first-timers, curious creatives, and anyone willing to dive in and try something new.
We really enjoy teaching during game jams and often work with both experienced developers and people who have never touched code. It’s all in the effort of corrupting as many lives as possible into falling in love with making games.
If you ever see me at a jam, feel free to join our team. I promise you’ll learn something or have one hell of a time failing in the best way possible.
If something here made you smile, think, or wonder what the hell you just played, then I’ve done my job.