Introducing A Witch’s Path 🌿🧪✨ Hey everyone! I wanted to take a moment to introduce the game I’ve been working on for the past few months: A Witch’s Path — a cozy 3D puzzle platformer where you’ll explore floating islands, craft spells and potions, and uncover the mystery behind a world that isn’t quite what it seems. If you’ve been following me on Bluesky, you’ve probably seen a few sneak peeks already. But now that the project’s really starting to take shape, it feels like the right time to share more of what this game’s all about. ...
Arden
Welcome to Arden 🌙 If you’ve been following along with A Witch’s Path, you’ve probably seen glimpses of the floating isles, strange ruins, and glowing magical plants scattered across the world. All of that takes place in Arden, a high fantasy world with a cozy sci-fi twist and will be the setting for more than just one game. Arden is old. Really old. It’s a world shaped by forgotten wars, magical experiments gone wrong, and time itself folding in on itself more than once. Entire timelines have fractured and reformed thanks to time magic, leaving behind echoes of what once was. But despite its chaotic history, Arden is also a place full of life, beauty, and wonder. ...
Building the World Effect System
Hey everyone! 👋 One of the core pillars of A Witch’s Path is how the player interacts with the environment. I’ve always loved how games like Breath of the Wild and Tears of the Kingdom make the world feel alive. Throw something weird at it, and the game often has a response. That level of reactivity? I knew I wanted something similar in my own game. It just so happened to pair perfectly with another core mechanic: crafting your own spells. ...
Creating Icons for Collectables in Unreal Engine 5
Hey everyone! While using my Inventory System in UE5, I found I was in need of a lot of icons for all the game’s collectables. I have all the 3D models for my in-game items, but I didn’t want to manually create 30 different icons to display in the Inventory UI by hand. Part of being a solo dev is finding creative solutions to cut down on dev time. So, I used Unreal to create all of my icons for me from the collectable’s 3D models! 😃 Let’s go through how to set this up. ...
Creating an Inventory System in Unreal Engine 5.5
Introduction Hey everyone! One of the first problems I tackled on my game was building the inventory system. This article is going to run through the process for creating a simple stackable inventory system in C++ for Unreal Engine 5.5. I’m working on an M1 Macbook, so all of my code was written in Xcode. I’ve also put all of the code for the Inventory system on my Github here. This does not include the implementation of any inventory interface. This is just the code for creating and storing items. ...
About Me
About Me Hey there! I’m an indie game developer who just took the leap into full-time game dev. Ever since I played The Legend of Zelda: Ocarina of Time on my brother’s N64 in 1998, I knew I wanted to make games. It’s been a lifelong dream, and now, I’m finally making it happen. Before going indie, I worked as a software developer for 12 years, building web apps, iOS apps, and backend systems. But no matter what I was working on, I always came back to game development. I love all kinds of games—there’s no single genre I stick to—but the one thing I focus on the most is telling a great story. ...
Starting Indie Game Dev in 2025
Hey everyone! As of 2025, I am a full-time indie game dev. I’ve always wanted to build games, but with a day job, I’ve never had the time, until now. Over the past couple of years I’ve been learning Godot and Unreal Engine. While I have built a couple of small projects in Godot, I decided to switch to Unreal Engine 5 to build my first big projects. While I really enjoyed the Godot engine, I have prior experience with Unreal having used Unreal Engine 3. I also really like the horsepower Unreal Engine gives and the ability to deploy to game consoles. ...