2025 |
Midnight Anomalies is an immersive, real-time PvP card game set in the eerie universe of Clementine's Nightmare. Step into the shoes of a Nightmare's chosen and harness their unique deck of powerful, otherworldly cards to battle against players from around the globe. Each Nightmare boasts its own distinct abilities and signature card collections, allowing for strategic depth and dynamic gameplay. Outsmart, outplay, and dominate your opponents in intense matches where every decision can alter the course of fate.
2025 |

"A space-themed, roguelike arcade shooter where players control a ship navigating through procedurally generated space environments."
For this project I handled most of the core systems and a couple of gameplay mechanics like ship control and weapon designs, focused on crafting an engaging and responsive gameplay experience. Created the UI and some other art assets to augement our art production. Additionally, I designed and implemented the entire backend using Flask for our user data management, authentication and leaderboard. I also integrated crypto wallet support for some of our platforms to allow the game to accept ETH and USDC payments.
2023 |
An Action RPG demo set in ancient Philippines where mythical creatures roam its lands. This project aimed to replicate the experiences brought by its inspirations the Souls games, Assassin's Creed franchise and Nioh.
I served as the main engineer in the development of this demo. We used third party plugins so that we didn't have to reinvent most of the base features of an RPG and to speed up development. My main efforts on this one were focused on creating a fluid combat and movement with robust animation blending. I was also tasked with creating an enemy AI with responsive behaviors that were based on the players actions.
2023 |
"Viajero is a game based on the story of the viajeros in what became known as the Caboloan Cattle Caravans (CCC). Viajeros are the mobile traders that used to ply a large part of Luzon--from Pangasinan to as far as Naga City-on cattle-drawn carts peddling household wares mostly made of bamboo."
I was brought in to this project to implement most of the feedback animations and polish the UI elements' scaling and positioning.
2022 |
A virtual space for marketing various brands under Unilever Philippines. This features worlds with specific themes with the associated brand tied to them. Players can explore U-Coinville in which they can participate in events and minigames scattered around the spaces to earn rewards that they can use to claim discounts for realworld purchases.
Acting as one of the gameplay engineers, I help bring the minigames from design to life. I also worked as a backend developer on this project since we heavily rely on REST APIs to handle analytics, user database, and various universal events.
2022 |


A propriety software made by Taktyl Studios used as base to create gamified virtual platforms and coference spaces be it for limited time events or large scale projects that requires handling large amount of data and users. It also features cross compatibility with PC, mobile and web to cater to wide range of users.
I was tasked to spearhead in upgrading its networking backend and help to improve its graphical fidelity. I also designed and new backend server to act as a template for future projects that will use this platform. One of my other jobs was to develop a new character customization system.
2021 |
"The solar system is throwing asteroids towards the earth. Some big, some small, some that are loaded with explosive material! You have the power of your god-like finger to easily block, shield, toss and maneuver asteroids away from the earth before they hit. You also have a variety of defense mechanisms, included rockets, nuclear missiles, defense fighter ships and shields! How many waves can you survive? In this increasingly difficult challenge to protect the earth from sure annihilation!"
This is the first commercial project I have worked on under Werewolven Games, in which my technical involvement includes preparing and optimizing the code for the mobile release. I was also tasked with overseeing store listing approval and internal testing of the game.