PixelSpace •
Introduction
PixelSpace started as a school project with a clear goal: learn a game engine from zero and finish with something another person could actually open and play, not just a prototype on paper.
The main obstacle was enemy behavior. Making enemies challenging but still readable forced me to think in states and transitions, which was new to me at the time. The solution was to implement state machines: instead of scattered conditional logic, each enemy has defined states such as patrol, chase, and attack. Applying that architecture pattern changed how I think about any system with complex behavior.
Built in Godot with GDScript in three days. The result is a functional playable demo, embedded directly in the portfolio so people can try it without downloading anything.

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