Personal Game Projects

Game projects developed on an entirely solo basis, or where I contributed a majority of the development work.

Boy Band Beatdown!

Boy Band Beatdown is a fast-paced, card-battling game where charisma clashes and rivalries reign supreme. Bust out your deck of boy band archetypes—The Heartthrob, The Bad Boy, The Cute One, The Shy One, and The Older Brother—and go head-to-head in strategic battles inspired by early 2000s pop music and culture.

Browser-playable at:

https://americanwerewolf.itch.io/boy-band-beatdown

 

This prototype was completed in under five weeks for GlamJam 2025. I was responsible for all aspects of development, with the exception of music composition and sound design.

 

Key Features

  • Strategic Card Combat: Outsmart your opponents with a mix of tactical play styles, from predicting their moves to exploiting the strengths of your suits.
  • Nostalgia-Packed Theme: Relive the drama and glitz of the early 2000s boy band craze with vibrant visuals and cheeky humor.
  • Accessible Gameplay: Easy to learn, tough to master—perfect for casual players and strategy lovers alike.
  • Charming Characters: Each suit represents an iconic boy band archetype, packed with unique personality and charm.

Technology

  • Engine/Language: Godot4.3/GDScript
  • Character Art: Adobe Fuse & Mixamo
  • Environment Art: Stock Photography
  • 2D Image Manipulation: GIMP
  • Sound & Music: FL Studio

 


ArmoredRay

Play it on Itch.io!

ArmoredRay is a 1v1 arcade fighting game that I developed for the 10-day Itch.io MechJam IV game jam. The concept, narrative, and dialogue were the work of my jam teammate (a narrative designer). My role was to design and build all the gameplay mechanics, animation, UI, SFX and assets. I also composed, recorded, and produced the music. 

ArmoredRay was developed in loving memory of, and dedicated to television host, engineer, and roboticist Grant Imahara -- 1970-2020.

 

Technology

  • Engine/Language: Unity/C#
  • Character Art: Adobe Fuse & Mixamo
  • Sound & Music: Caustic 3 & Audacity
  • Environment Art: Owned 3rd party assets

Fredrick Fingertooth's Flying Fiasco

Play it on Itch.io!

Get ready to launch yourself into the chaotic and absurd world of Fredrick Fingertooth's Flying Fiasco, a wacky casual game that will have you bouncing, flying, and shooting fireballs at things in your way. In this first-playable prototype, you'll get a taste of the game's unique blend of 2D mechanics and 3D visuals, along with its hand-drawn art style featuring surreal fantasy creatures. Watch out for dynamically spawning obstacles, and use your projectiles to blow them up and earn points. Maximize your score by prolonging your run, and blowing things up. With simple, single-input controls and snappy physics, Flying Fiasco is a satisfying casual gaming experience that's perfect for a quick play session.

FFFF was a solo effort, which I completed over a weekend between school projects.

 


Drunk Walk

Can you stumble from the bar to your Muber ride's meeting place in time? Can you manage to not pass out in the street? Based on a true story!

An entirely solo effort, developed in one week for GDevelop Big Game Jam #5. This was my first and only game in the GDevelop engine. I made it as a challenge to myself to learn a new engine and make a game in it at the same time.

Browser-playable at:
https://americanwerewolf.itch.io/drunkwalk
https://gd.games/danglenzig/drunkwalkdemo

Technology:

  • Engine: GDevelop
  • Character Art: Adobe Fuse & Mixamo
  • Environment Art: Owned 3rd party assets
  • Sound and Music: Audacity (public domain music assets)

 

 


Thrusto Kombusto

Thrusto Kombusto was the product of a three-week solo project for an Introduction to Unreal Engine course. The game is a casual racing experience, and features classic NES Excitebike mechanics, and unique photocollage visuals inspired by Terry Gilliam of Monty Python.


Electro Blaster Party

My first completed Unity solo project. A psychedelic, turn-based tactical affair.