πŸ’» Noah Brouwers β€’ Software/Game Developer

πŸ’¬ About Me

Hi! I’m Noahβ€”also 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, I’ve 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]

πŸ•ΉοΈ Projects

Most of my finished projects can be found on my itch.io page!

πŸ₯Ό Π“ΠžΠ 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!

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πŸ’» Terminal

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.

🎡 Anastasia's Marching Melodies

Unity (C#) β€’ In Development (2025)

A Crypt of the Necrodancer-esque rhythm game, created as a student project with 3 other students.

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πŸ¦‡ Dungeon Bat

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.

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πŸš€ Rocketjump

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.