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Portfolio / Selected work

Practical tools.
Playful experiments.

From healthcare scheduling to a world built in pixels. A look at the products, systems, and creative projects I’m building.

Selected projects01—02

Workflow at a glance

ManagerPlan & assign
WorkerRespond & view shifts
AvailabilitySchedulesCoverage

One connected scheduling workflow.

01 / Web applicationIndependent project

Care-Flow

Less scheduling friction.
More connected teams.

A healthcare workforce platform connecting nursing managers and workers through scheduling, availability, onboarding, and shift coverage.

  • Node.js
  • Supabase / PostgreSQL
  • Vercel
  • Cloudflare
  • GitHub Actions
View project showcase
01

Two connected portals

Shared phone-based authentication routes managers and workers into their own workflows.

02

Scheduling, end to end

Create a period, collect availability, assign shifts, and publish the schedule.

03

Handle the exceptions

Sick-day requests, volunteer coverage, overtime visibility, and agency shifts stay connected.

Explore the engineering

Designed around real workflows

Co-developed with a colleague, Care-Flow models employees, roles, availability, scheduling periods, shifts, and notifications as relational data. Manager and worker experiences connect the full scheduling process instead of treating each step as a separate tool.

From application to operations

The application runs on Vercel with Supabase authentication and PostgreSQL, Cloudflare for DNS and edge services, and GitHub Actions for CI/CD. Database changes are handled through migrations.

Read the architecture

Art meets systems

AsepriteGodot

Custom artwork. State-driven play.

MovementAnimationCollisionHUD

Building an RPG, one system at a time.

02 / Game developmentActive development

Pixel Game

A world in pixels.
Built from the ground up.

A top-down 2D action RPG built in Godot, with custom pixel-art assets created in Aseprite and gameplay systems developed step by step.

  • Godot
  • GDScript
  • Aseprite
  • Git / GitHub
View project showcase
01

Movement & animation

WASD and diagonal movement, running, and directional idle and walk animations.

02

A playable foundation

A tile-based outdoor world with props, terrain, player collisions, and an RPG HUD.

03

A custom art pipeline

Aseprite sprite sheets feed Godot’s animations, keeping visual assets separate from gameplay logic.

Explore the engineering

Built and working

The player controller connects keyboard input, movement, facing direction, collision response, and animation state. The HUD displays health, mana, stamina, experience, and level, while artwork and collision shapes can be adjusted independently.

Next in development

Directional melee attacks, ki/energy projectiles, damage interactions, enemies, and expanded progression are in development. Combat is being designed around player states, hitboxes, and separate projectile objects.

Read about the systems

Always building

More to explore.

Follow along with my projects and experiments on GitHub.

Visit my GitHub