Screenshots
Project Case Study
A classic Asteroids recreation built as a Data Structures final, designed to apply foundational CS concepts through gameplay logic and class architecture.
The game architecture used linked lists, queues, stacks, and dynamic arrays to model movement, collisions, and game-state progression.
I implemented this solo to move quickly through iterations and retain full ownership of design decisions, debugging, and systems-level optimizations.
Delivered in four staged milestones, each one expanding mechanics while improving reliability and playability.