Overview
Proxima Divide began as my SAE capstone project and became my first commercial Steam release in August 2025. I led the design, C++ implementation, testing, production, publishing, and worldbuilding, with select freelance support.
The game centres on atmospheric exploration, resource-based survival, and narrative discovery after a crash landing on a hostile planet.
Selected systems
- Inventory, crafting, resource management, and AI behaviour systems
- Modular levels and custom gameplay mechanics in C++
- Environmental storytelling, audio, and cinematic sequences
- Windows packaging and Steam delivery