
Game Design and Production
Thus far I have prioritised developing games from the ground up and have therefore become proficient at many levels of the gaming stack. I believe I have the ability to contribute meaningfully to game design projects and specialise in level/game design and functionality. Below is my portfolio of work which features a small sample of what I have created in recent months.








Portfolio
Zombie Farmer (2025) (Now available on Google Play Store).
Summary: Zombie Farmer is a classic farming sim with a twist, you can grow zombies as well as crops and invade other farms. Targeted for mobile devices and created in Unity using 3D URP.
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Contributions: Entire project was developed by myself from concept document to final product. Primary focus was on the gameplay mechanics and progression to create a cohesive and fully playable game.​
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Platforms: Android Mobile and Tabelts/ Windows PC.
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Game Stage: Full release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#). Audacity for audio recordering and alterations. Blender used for several textures and model edits.
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Project Length: ~5 Months
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CPU Defence (2025)
Summary: A tower defence game targeted for mobile devices. Built using the Unity 3D URP.
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Contributions: Whole project. What originally started as a prototype from Youtube tutorials became a fully fledged tower defence game with a unique art theme.
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Platforms: Windows PC and Mac
Itch.io: https://gregerz117.itch.io/cpu-def
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Game Stage: Full release
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Engine and tools: Developed on Unity and coded using Visual Studio (C#). Audacity for audio recordering and alterations. Graphics mostly created/edited using Adobe Photoshop.
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Project Length: ~3 Months
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Overfished (2026) Winter game jam entry
Hamaggedon (2026) Ham Jam entry
Summary: Overfished is a 2.5D fishing game set in Unalaska, Alaska. The themes for the game jam were "Winter" and "Constantly Overworked". As a result our player must dodge icebergs in their fishing boat to reach fishing spots and catch enough to meet their bosses strict quota!
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Team Size: 5
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Contributions: Game systems, U.I.
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Platforms: WebGL.
Itch.IO: https://boyheartbeats.itch.io/overfished
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Game Stage: Full release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#).
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Project Length: 48 Hours.
Summary: Hamaggedon was my teams submission for the February Ham Jam which had the required prompts: 'Make the meatiest game possible', 'You are the enemy'. As a reslt we designed a game which was a tower defence flipped on its head where instead of spawning towers to defeat waves of minions, you spawn minions made of meat to take on fruit themed defences and conquer the castle!
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Team Size: 5
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Contributions: Game Systems, Game Design, Level Design, U.I + UX.
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Platforms: WebGL
Itch.IO: https://professional-trickster.itch.io/hamaggedon-a-dinnertime-siege-game
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Game Stage: Full release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#), coordinated using GitHub. All art and sounds were developed by the team using an assortment of software tools.
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Project Length: 1 Week.

aXiom of lOve (2026)- An interactive novel game.
Mythic Arena- Coming soon

Summary: aXiom of Love is an interactive 2d novel game where the player (an Eldritch being) tries to woo its love interest by learning more about her with the ultimate goal of selecting the right gifts and unlocking the good ending. This was our teams submission to the DAGDC winter 26' game jam with the theme being XOXO (hugs and kisses).
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Team Size: 5
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Contributions: Game systems, Minigames, U.I.
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Platforms: Windows, WebGL.
Itch.IO: https://swordlooting.itch.io/axiom-of-love
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Game Stage: Full release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#).
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Project Length: 1 Week.
Summary: A continuous battler focused on battle mechanics created in Unreal Engine. Coming soon.

The Forgotten Lands (2025)
Summary: A 3D HDRP semi open world survival game with crafting and progression.
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Contributions: Game mechanics and features, Inventory system, textures and prefabs.
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Platforms: Windows PC.
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Game Stage: Production.
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Engine and tools: Developed on Unity HDRP and coded using Visual Studio (C#). Blender used for model and texture creation/edits.
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Project Length: ~2 Months / Ongoing.
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Space Man Sam (2025)
Summary: A 3D platforming game set on the sujrface of mars.
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Contributions: Game systems and level design. Some Prefabs.
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Platforms: Windows PC and Mac
Itch.io: https://gregerz117.itch.io/space-man-sam
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Game Stage: Full release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#).
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Project Length: ~3 Weeks.
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Space Infestation (2025)
Summary: A 3D Platforming/shooter game set on a space station being invaded by aliens.
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Contributions: Level design, game mechanics.
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Platforms: Windows PC and Mac
Itch.io: https://gregerz117.itch.io/space
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Game Stage: Prototype release.
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Engine and tools: Developed on Unity 3D URP and coded using Visual Studio (C#).
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Project Length: ~1 week.
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Space Hopper (2025)
Summary: A 2D paltformer set in space station like levels.
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Contributions: Game systems and level design.
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Platforms: Windows PC and Mac
Itch.io: https://gregerz117.itch.io/space-hopper
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Game Stage: Prototype release.
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Engine and tools: Developed on Unity and coded using Visual Studio (C#).
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Project Length: ~2 Weeks.
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Narrative work
In addition to the narratives contained within my created games, I have done external work in world building in the form of books and poetry. Click above to browse some of this work.
Coding Work
I have created many unique systems and functionality in my games using several different scripts and coding techniques. Most of my coding has thus far been done in C# with Visual Studio. Click above to see some examples of this coding.











