




Role: Designer, Artist, Programmer
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What Started It All
Physix’s was the very first game I ever developed. I built it solo in Construct 3 back in 2019, and at the time, I didn’t fully realize how much it would shape my future. It was my first real step into game development, and it opened my mind to just how much was possible with the right tools and ideas.
The project was heavily inspired by Super Meat Boy, and it taught me a lot about level design, iteration, and the kind of precise, responsive gameplay I’ve come to love. It was simple, fast-paced, and rough around the edges, but it pushed me to keep learning.
Even now, Physix’s is still one of my favorite things I’ve ever made. It sparked my curiosity about how games work under the hood and set me on the path to learning Unity and eventually Unreal. It reminded me that all it takes is a small idea and a willingness to try.







Find Something, and Specilize
When I made Physix’s, I didn’t really know what part of game development I wanted to stick with. I just knew I liked making stuff and wanted to see if I could actually finish something. So I did what anyone starting out probably does. I did everything. Art, code, design, UI, menus. All of it. It was messy, but it worked. And more importantly, it was mine.
But somewhere in the middle of that chaos, I started to notice what kept pulling me back.
I liked scripting and solving problems, but I kept thinking about space. How it’s shaped. How players move through it. What they see first. How it feels. That’s when it started to make sense. Level and environmental design wasn’t just something I enjoyed. It was the part I wanted to get good at.
Physix’s helped me figure that out. It taught me that exploring every part of development is valuable, but finding the piece that clicks with you is what gives you direction. I still mess around with other roles, but when it comes down to it, I know where I do my best work.





Take Aways
Physix’s showed me what actually finishing a game looks like. I didn’t just build a prototype. I got through a vertical slice, tweaked it, tested it, and brought it to a point where I could say it was done. That process gave me a better understanding of what alpha and beta really mean, and what it takes to get something to gold, even on a small scale.
It also helped me realize that solo development has limits. It’s a great way to learn, but there were moments where I knew the game would have been stronger if I had someone focused entirely on sound, or visuals, or polish. That’s when I started to appreciate just how important it is to work with people who specialize. The kind of people who live what they do and bring that focus into every frame, every decision.
Physix’s was a turning point. It got me excited to learn engines, workflows, and better tools. It gave me momentum I didn’t expect. And honestly, I still think about it whenever I start something new.









