I build worlds players have to fight or flee to survive.
Unity developer working across roguelike combat systems and narrative horror. Founder of TheSkullCreativity, documenting the process one dev log at a time.
Built solo, start to finish
An isometric roguelike built around wave survival: fight down enemies from above, gather power-ups between fights, and push into a new room every ten waves as the pressure ramps up.
- ·Isometric camera-relative movement with acceleration-based dash
- ·Wave manager state machine driving countdown, spawn, and clear phases
- ·Room-to-room progression every 10th wave, raising difficulty and stakes
- ·NavMesh-driven enemy AI with event-based death and reward hooks
Built under a deadline
A 2D platformer built for GMTK Game Jam 2026, where every jump is offensive: the player throws bombs to blast through walls and clear a path forward instead of relying on traditional platforming mechanics.
- ·Bomb-throwing traversal mechanic as the core movement tool
- ·Destructible wall segments that open new paths when blown apart
- ·Level design built entirely around the destruction mechanic
- ·Full concept-to-playable build within the jam's time limit
Where I spend my time
About
I'm BoneHead, a game developer working primarily in Unity. I run TheSkullCreativity, my studio, and document the process on my dev log channel — building projects in public and taking on partnership work for creators who want an original game built around their story.
Right now that means focusing on Skeletor, my own roguelike, along with game jam projects.