Phoebe Johns

Game Developer · Software Engineer

Portfolio Showreel

A showcase of the coolest things I've worked on during the past couple years.

2025

🏆 SXSW Winner Aberrate Inc. game screenshot
Award Winner

Aberrate Inc.

Aberrate Inc. started as my capstone game development project for my Bachelors Degree from Macquarie University. A team of four students, myself included, began work on this game in March 2025 and plan to make it our debut commercial game release in 2026.

In October 2025, Aberrate Inc. was taken to SXSW Sydney where it won the prestigious Best Student Game award.

Unity C# Game Development Capstone
Steruyo research project screenshot
Research

Steruyo - Research Project

Steruyo is an exploratory research project from November 2025 that focuses on the application of dichoptic (different image per eye) imagery to games user experience. The game is a simple spin on the classic arcade game PuyoPuyo, played instead in stereoscopic view to achieve dichoptic colour perception.

This project was built entirely in C# .NET with Raylib for graphics rendering. This research project was submitted as the final assignment of COMP3180 VR and Advanced Game Development at Macquarie University.

C# .NET Raylib VR Research

2023

Technical

Realtime Multi-Threaded 2D Lighting

Made in July 2023 with C# .NET and Raylib. Multi-threaded using separate gameplay and lightmapping threads. Lightmap updates in real-time using flood fill propagation recalculated at 20hz to give seamless integration with an arbitrary number of light sources.

Demonstration video of this project can be found at the start of my Portfolio Showreel.

C# .NET Raylib Multi-threading Graphics
Into The City Celeste mod screenshot
Mod

Into The City - Full Custom Map for Celeste (2018)

Full custom level mod for Celeste (2018). Made with Ahorn and Lönn with Celeste Everest client.

Into the City development began in August 2021, and saw its initial release in January 2023. After being put on hold for university study, I returned to develop the project into its final release in February 2025.

Ahorn Lönn Level Design Celeste Everest
Game Jam Winner

Blorb - 2D Platformer

Blorb is a short and sweet 2D platformer based on the theme of Micro and Macro. Interact with terminals to rotate the entire level at once, allowing you to solve gravity-bending platforming challenges like never before.

My submission to the MACS Game Jam in March 2023. Created in 48 hours in Unity and C#, Blorb won 1st place for the community choice vote and achieved the highest score for gameplay across all submissions.

Unity C# Game Jam 48 Hours
RPG

The Ugly Duckling

A short RPG-like retelling of the story of The Ugly Duckling that I made in Unity in June 2023. You play as the titular ugly duckling trying to find where you belong. Features a branching dialogue system written in C# and 2D hand-drawn cartoon sprites populating a 3D side-scroller world.

Unity C# RPG Dialogue System

2022

Utility App

Cloz3 - Cloze Passage Generator

Cloz3 is a utility application for creating cloze ("fill in the blanks") passages built in WinForms and C# .NET. This project was built in June 2022 for my Software Development HSC class.

Features both a passage editor interface, as well as test taking interface for digital fill in the blanks. Saves passages using a custom written file format .cloz and can open, edit, and create these files all through the interfaces.

C# .NET WinForms HSC Project Education
Technical

BlockGame - Chunk Based Terrain Gen and 2D Lighting

BlockGame was a preliminary exploration into 2D terrain generation using perlin noise and 2D lightmapping using a falloff-based flood fill algorithm from May 2022. I would later use the knowledge and practice gained from this project to create my Realtime Multi-Threaded 2D Lighting.

Features include heightmap and cave generation based on perlin noise; biome generation using noise-sampled texture maps; a flood-fill chunk based lighting system; dynamic world generation, loading and unloading based on the terrain chunks.

C# Procedural Gen Lighting Perlin Noise

2021

Platformer

2D Platformer in Raylib

This 2D platformer project from July 2021 was my first dive into developing a game with just a graphics library and no game engine. Features include a prototypical level editor (used to create the levels in the game); a basic but custom built auto-tiling algorithm; spritesheet loading / handling; and a basic 2D platformer player controller based on games like Super Mario World (Nintendo, 1990).

C# Raylib Level Editor Auto-tiling