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.github/copilot-instructions.md

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# Project Guidelines
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## Architecture
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- This repository is a Hugo site using the `github.com/hugo-toha/toha/v4` module as the theme (`hugo.yaml`, `go.mod`).
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- Most rendering logic comes from the theme module; this repo overrides selected partials in `layouts/partials/**`.
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- Content/data split:
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- `content/**` for Markdown pages/posts/notes.
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- `data/{en,fr}/**` for section and profile data.
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- `layouts/partials/**` for HTML template overrides.
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- Generated site output is in `public/`; treat it as build output, not source of truth.
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## Build and Validation
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- Preferred local workflow:
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- `mise install`
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- `mise run server`
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- Theme/npm sync workflow (required when dependencies or module versions change):
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- `hugo mod tidy`
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- `hugo mod npm pack`
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- `npm install`
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- Production-style build:
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- `hugo --gc --minify`
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- CI/hosting references:
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- Netlify build commands are in `netlify.toml`.
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- GitHub Pages workflow is `.github/workflows/merge-to-main.yml`.
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## Hugo API Usage in This Repo
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- Existing template overrides use Hugo resource APIs for media lookup and image handling:
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- `resources.Get` for image/video/logo retrieval in:
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- `layouts/partials/sections/home.html`
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- `layouts/partials/sections/experiences/positions.html`
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- `layouts/partials/cards/project.html`
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- `.Fit` is used only when media subtype supports processing (avoid svg/gif/webp processing where unsupported in existing patterns).
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- Prefer `.RelPermalink` for rendered asset URLs.
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- Output formats:
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- `hugo.yaml` configures `home` outputs as `HTML`, `RSS`, and `JSON`.
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- Keep `HTML` first unless changing primary permalink behavior intentionally.
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## HTML / JS / TS Generator Conventions
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- HTML generation:
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- Follow existing Go template style (`{{ ... }}`) and keep overrides minimal/targeted in `layouts/partials/**`.
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- Reuse current fallback behavior (resource lookup first, then direct path fallback).
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- JavaScript/TypeScript generation:
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- There are currently no first-party `assets/**/*.js` or `assets/**/*.ts` source files in this repo; JS/CSS assets primarily come from the theme/module pipeline.
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- If adding custom JS/TS, place source files under `assets/` and build with Hugo Pipes (`resources.Get` + `js.Build`), then fingerprint in production.
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- Prefer `js.Build` options that are environment-aware: `targetPath`, `minify`, `sourceMap`; use `loaders` (`ts`/`tsx`) when importing TS/TSX explicitly.
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- Do not hand-edit generated `public/application*.js` files.
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## Pitfalls and Practical Rules
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- Keep Hugo/Node versions coherent with `mise.toml`, Netlify, and workflow configs before changing build behavior.
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- Run module/npm sync commands before assuming JS dependency resolution issues are template bugs.
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- When changing multilingual content or data keys, verify both `en` and `fr` variants.

assets/jsconfig.json

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"baseUrl": ".",
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"paths": {
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"*": [
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"../../../../../../tmp/hugo_cache_runner/modules/filecache/modules/pkg/mod/github.com/hugo-toha/toha/v4@v4.9.1-0.20250816215413-f95bad8efe7f/assets/*"
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"..\\..\\..\\AppData\\Local\\hugo_cache\\modules\\filecache\\modules\\pkg\\mod\\github.com\\hugo-toha\\toha\\v4@v4.9.1-0.20250816215413-f95bad8efe7f\\assets\\*"
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]
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}
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}

content/projects/_index.md

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---
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title: "Projects"
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---
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Project deep-dives and external references.

content/projects/am-i-y2k.md

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---
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title: "Am I Y2K?"
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description: "A keyboard-clacking, spam-sending, soul-collecting web game with adaptive music and comedic wit."
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hero: "/images/sections/projects/itchio_amiy2k.png"
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---
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![Am I Y2K?](/images/sections/projects/itchio_amiy2k.png)
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**Role:** Producer & Publisher
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**Timeline:** Jan 2025 - Mar 2025
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A keyboard-clacking, spam-sending, soul-collecting web game with adaptive music and comedic wit!
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I put together this remote, asynchronous team of juniors for Global Game Jam — it was showcased at GDC Nights and on the [TDoV Stream](https://youtu.be/YeYAgjXCNc0?si=iPVzXbyU6NtrDU_6&t=8344).
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**External page:** [Am I Y2K? on itch.io](https://arrccc.itch.io/am-i-y2k)
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## Pulled from external source
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The itch.io page describes a comedic, panic-era Y2K hacking game with a short-session loop focused on typing, sending chain emails, collecting souls, and buying upgrades.
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Highlights from the public page:
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- Browser/playable page with downloadable builds listed.
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- A content warning is provided by the developer.
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- Core loop centers on timing and efficiency over a fixed in-game time window.
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## Additional context
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- Listed under Charlie's itch.io projects.
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- Page includes instructions for controls and progression.

content/projects/hermes-runner.md

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---
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title: "Hermes' Runner"
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description: "A fast-paced parkour game in an alternate-universe Greek city shaped by a hyper-capitalist Pantheon."
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hero: "/images/sections/projects/Hermes_MainCapsule.png"
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---
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![Hermes' Runner](/images/sections/projects/Hermes_MainCapsule.png)
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**Role:** Creative Producer
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**Timeline:** Aug 2024 - May 2025
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A fast-paced parkour game set to the backdrop of an alternate universe Greek city defined by its hyper-capitalist Pantheon.
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I pitched and led this project in my senior year — it was showcased at Launch 2025 in-person and on stream.
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**External page:** [Hermes' Runner on Steam](https://store.steampowered.com/app/3536730/Hermes_Runner/)
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## Pulled from external source
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Hermes' Runner is presented as a fast-paced parkour game set in a reimagined Greek city where the gods are real and corporate power is central to the worldbuilding.
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Public store/community information highlights:
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- Free-to-play and released in Early Access.
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- Momentum-driven movement and delivery-focused gameplay loop.
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- Public-facing updates mention polish passes, bug fixes, and community feedback integration.
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## Additional context
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- Developer/Publisher: Hermes Devs LLC (as listed on Steam)
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- Primary platform page: Steam Store and Community Hub

content/projects/keep-walking.md

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---
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title: "Keep Walking"
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description: "An experimental walking simulator emulating the paranoia of walking home alone at night as a woman."
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hero: "/images/sections/projects/KeepWalkingScreenshot.png"
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---
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![Keep Walking](/images/sections/projects/KeepWalkingScreenshot.png)
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**Role:** Creative Producer
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**Timeline:** Jan 2024 - May 2024
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An experimental walking simulator that emulates the paranoia of walking home alone at night as a woman.
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**External page:** [Keep Walking on itch.io](https://arrccc.itch.io/keep-walking)
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## Pulled from external source
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Keep Walking is described as a tense, audio-forward experience about walking home alone at night while feeling followed.
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Highlights from the public page:
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- Downloadable Windows build is listed.
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- Interaction loop emphasizes sustained movement with occasional prompted actions.
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- The page framing focuses on fear, uncertainty, and restricted information.
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## Additional context
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- Listed under Charlie's school projects collection on itch.io.

content/projects/moonblight.md

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---
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title: "Moonblight"
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description: "A bullet hell with three levels ramping in difficulty in a boss-style battle."
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hero: "/images/sections/projects/MOONBLIGHTSCREEN.png"
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---
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![Moonblight](/images/sections/projects/MOONBLIGHTSCREEN.png)
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**Role:** Design Producer
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**Timeline:** March 2022
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This bullet hell consists of three levels ramping in difficulty in a boss-style battle.
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**External page:** [Moonblight on itch.io](https://monkeybarrelgames.itch.io/moonblight)
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## Pulled from external source
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Moonblight is described on itch.io as a boss-focused action experience created for a 48-hour university game jam.
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Highlights from the public page:
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- Downloadable Windows build is listed.
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- Premise centers on surviving multiple escalating phases in a moon-themed battle.
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- Team credits and roles are listed publicly on the project page.
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## Additional context
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- Linked from Monkey Barrel Games' project catalog.
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- Includes a jam submission reference on itch.io.

content/projects/starcrossed.md

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---
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title: "Starcrossed"
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description: "A gravity-based infinite arcade local co-op about two black holes and their love for Earth."
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hero: "/images/sections/projects/STARCROSSEDCOVER.png"
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---
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![Starcrossed](/images/sections/projects/STARCROSSEDCOVER.png)
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**Role:** Design Producer
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**Timeline:** Feb 2022
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This gravity-based infinite arcade local co-op tells the story of two black holes and their love for the earth.
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**External page:** [Starcrossed on itch.io](https://monkeybarrelgames.itch.io/starcrossed)
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## Pulled from external source
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The itch.io page presents Starcrossed as a gravity-based action game created during a 48-hour university game jam.
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Highlights from the public page:
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- Downloadable Windows build is available.
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- Cooperative, dual-control concept built around protecting Earth from hazards.
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- Public credits list production, design, art, engineering, and audio contributors.
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## Additional context
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- Linked from Monkey Barrel Games' profile and jam references.
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- Community comments are available on the itch.io page.
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---
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title: "Us Five Forever"
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description: "Still in production! Us Five Forever is a painterly RPG about 5 college friends, death, and parties."
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hero: "/images/sections/projects/SundayStudiosUpcomingGame.jpg"
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---
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![Us Five Forever](/images/sections/projects/SundayStudiosUpcomingGame.jpg)
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**Role:** Publishing Manager
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**Timeline:** Aug 2025 - Present
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<strong> Still in production! </strong> <br> Us Five Forever is a painterly RPG about 5 college friends, death, and parties. I was brought on to inform publishing timelines, onboard the team to an agile project management software, and smooth production communication.
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**External page:** _Coming soon_
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## Overview
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Us Five Forever is currently in production. This page is a placeholder until a public project page is available.
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## Notes
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- Role: Publishing Manager
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- Timeline: Aug 2025 - Present
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- Placeholder: external source link is not yet available.

data/en/sections/projects.yaml

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image: /images/sections/projects/SundayStudiosUpcomingGame.jpg
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role: Publishing Manager
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timeline: "Aug 2025 - Present"
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url: "/projects/us-five-forever/"
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summary: <strong> Still in production! </strong> <br> Us Five Forever is a painterly RPG about 5 college friends, death, and parties. I was brought on to inform publishing timelines, onboard the team to an agile project management software, and smooth production communication.
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tags: ["in development", "godot"]
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- name: Hermes' Runner
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image: /images/sections/projects/Hermes_MainCapsule.png
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role: Creative Producer
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timeline: "Aug 2024 - May 2025"
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url: "https://store.steampowered.com/app/3536730/Hermes_Runner/"
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url: "/projects/hermes-runner/"
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summary: A fast-paced parkour game set to the backdrop of an alternate universe Greek city defined by its hyper-capitalist Pantheon. <br> I pitched and led this project in my senior year - it was showcased at Launch 2025 in-person and on stream.
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tags: ["published", "showcased", "unreal"]
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image: /images/sections/projects/itchio_amiy2k.png
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role: Producer & Publisher
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timeline: "Jan 2025 - Mar 2025"
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url: "https://arrccc.itch.io/am-i-y2k"
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url: "/projects/am-i-y2k/"
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summary: A keyboard-clacking, spam-sending, soul-collecting web game with adaptive music and comedic wit! <br> I put together this remote, asynchronous team of juniors for Global Game Jam - it was showcased at GDC Nights and on the <a href="https://youtu.be/YeYAgjXCNc0?si=iPVzXbyU6NtrDU_6&t=8344">TDoV Stream</a>!
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tags: ["published", "jam", "showcased", "unity"]
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image: /images/sections/projects/MOONBLIGHTSCREEN.png
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role: Design Producer
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timeline: "March 2022"
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url: "https://monkeybarrelgames.itch.io/moonblight"
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url: "/projects/moonblight/"
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summary: This bullet hell consists of three levels ramping in difficulty in a boss-style battle.
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tags: ["jam", "published", "unity"]
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- name: Starcrossed
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image: /images/sections/projects/STARCROSSEDCOVER.png
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role: Design Producer
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timeline: "Feb 2022"
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url: "https://monkeybarrelgames.itch.io/starcrossed"
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url: "/projects/starcrossed/"
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summary: This gravity-based infinite arcade local co-op tells the story of two black holes and their love for the earth.
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tags: ["jam", "published", "unity"]
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- name: Keep Walking
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image: /images/sections/projects/KeepWalkingScreenshot.png
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role: Creative Producer
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timeline: "Jan 2024 - May 2024"
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url: "https://arrccc.itch.io/keep-walking"
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url: "/projects/keep-walking/"
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summary: An experimental walking simulator that emulates the paranoia of walking home alone at night as a woman.
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tags: ["unity"]

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