π₯Ό ΠΠΠ Π (GORE)
C β’ In Development
A traditional sci-fi roguelike game featuring cosmic horror elements, made in C using the curses library. More details coming soon!
Hi! Iβm Noahβalso known as Diurnalitee online. I'm a 23-year-old IT student with a deep passion for game development, music, and digital creativity. This site is where I share my past, current, and future projects.
I primarily work in Unity using C#, but I also enjoy experimenting with C and Python. My journey into programming began around age 10, tinkering with GameMaker to build small games. Since then, Iβve explored a variety of engines and frameworks like Godot, Raylib, RPG Maker, Monogame, and both raw C and C# projects.
My resume is currently not available, but I plan to update it soon. In the meantime, feel free to check out my projects and get in touch if you have any questions or opportunities!
For business-related matters or other inquiries, feel free to reach out via email: [email protected]
Most of my finished projects can be found on my itch.io page!
C β’ In Development
A traditional sci-fi roguelike game featuring cosmic horror elements, made in C using the curses library. More details coming soon!
Unity (C#) β’ In Development
A third-person puzzle platformer set in a dystopian metropolis, where you play as a resistance hacker interacting with the environment in order to escape the city.
Unity (C#) β’ In Development (2025)
A Crypt of the Necrodancer-esque rhythm game, created as a student project with 3 other students.
Unity (C#) β’ 2025
A small, cute flappy bird clone created for a university assignment. Created in the span of a week, this project familiarized me with Unity's Shadergraph, basic post-processing, and animation controllers.
Unity (C#) β’ 2024
My first real project in Unity. Made in collaboration with three other students in the span of a semester, Rocketjump is a movement-based game where the objective is to blow up a monster and escape from the sewer. I mainly worked on back-end systems, such as the audio systems, and spawning algorithms for power-ups. I was also responsible for animations, particle systems, and sound design.