Martial Frontier
3D action · PvP & co-opIndependent · Godot 4Playable prototype · PC / Android builds · In active development
The game
Create a fighter, build a playstyle and take it into battle. Martial Frontier connects modular character creation, weapon styles, multiplayer arenas, walkable hubs and cooperative expeditions.
My contribution
- Game systems, combat rules and player progression
- Character customization and loadout UX
- Multiplayer room flows and world navigation
- Visual direction, integration and authoring tools
What stands out
A detailed character creator and reusable loadouts sit alongside PvP rooms, responsive PC/phone interfaces and a growing expedition mode. The accomplishment is bringing these systems into one playable experience.

Character creation
Make a fighter your own
Combine hair parts, colors, outfits and accessories, with immediate feedback in a live character preview.

Weapon styles & loadouts
Build your playstyle
Compare weapons and fighting styles, select a skin and keep your character identity across setups.
Screenshots from the playable prototype. My work spans design, UI/UX, integration and playtest iteration, with AI-assisted implementation, refactoring and debugging and external art/animation assets.
MatchSmith
Mobile Roguelite Solo · GodotSummary
A blacksmith roguelite where matching pieces raises the Power, Durability and Sharpness of a weapon. The point is not only to clear the board. It is to decide how far you can push an order before you run out of moves.
What I did
- Design document, run structure and economy
- Quality, scoring and upgrade systems
- UI and UX across every screen
- Characters, icons and visual direction
Highlights
Customers remember the quality you usually give them. If you keep making excellent weapons, that eventually becomes normal to them. I wanted doing good work to build a relationship, while also making that relationship harder to maintain.
Core mechanic
Each piece has a purpose
Three pieces raise one weapon stat each. Tongs raise all three, while flame helps whichever stat is currently falling behind.
Team project
Mobile · Free to play
Fantasy Survival
Character ArtEnemiesSkill Icons
This was a mobile survivors-like I worked on with colleagues. My part was mainly the playable characters, the full enemy roster and its variants, and all of the skill icons.
In game
Character select
Characters with different strengths
Each character has a different health, speed and starting skill setup. I made the characters, portraits and skill icons shown here. The screen layout was made by the team.
Level-up draft
Icons made for quick decisions
The player chooses between three upgrades while a run is still going. I kept each icon simple and gave the skills different colours so they could be recognised quickly.
Skill icons
A colour for each ability
Each skill uses its own main colour and silhouette. This helps the player tell them apart even when the icons are shown small.

Pixel art
Enemy families and variants
I made reusable enemy families so the game could have more variety without needing a new animation set for every tier: 8 slimes, 6 elementals and 5 boars, plus other enemy types.
An Evening with the Unhallowed
GMTK Game Jam 2022 · 48 hours Game Design · Character Art · UIWhat the game is
A 2D platformer made for the GMTK 2022 theme, roll of the dice. The player is followed by a ghost knight whose shield can be placed in the air and used as a platform.
How it plays
- Collect dice faces scattered through each level
- Clear enemies and solve platforming to reach the ones you still need
- Spend skill points to upgrade your attributes
- A stage opens only once you hold the required faces
What I did
Credited on the jam page for game design, character art and animation, and UI and icons. A team of seven, and the whole game was designed, built and shipped inside 48 hours.
Companion
The knight is part of your movement
The ghost knight follows the player, but his main purpose is not combat. You use his shield to reach places you could not reach alone.
The knight and player depend on each other. The knight follows the player, while
the player uses his shields to move through the level. Because there are only a limited
number, the player needs to think about where each platform is placed.
Dice faces are collected throughout the level and are used to unlock stages. This tied
the jam theme directly to exploration and progression instead of making the result depend only on luck.












