Noah Doub's Project Portfolio

Game Designer | Music Producer | Computer Science Major | Professional Nerd

Engine
Unity
Category
Video Game

Game Synopsis

Groove through the streets of Rhythm Heights and punch notes to the beat as Sunthia, the town hero. Take down the Duke of Dissonance and his shadow gang before they seize the town's airwaves.

My Contributions

I worked as a programmer and beatmapper on GrooveKeeper, with beatmapping specifically being my main responsibility. I mapped the game's songs across easy, medium, and hard difficulties, using single, hold, double, and drumroll notes as well as boss attacks spanning two lanes. I refined maps in response to team feedback, making difficult patterns more approachable, fixing overlapping hold notes, and correcting timing. I also worked on the level manager that starts levels and loads mini-boss and boss scenes.

What I learned

GrooveKeeper taught me that rhythm-game difficulty is a design problem, not just a technical one. I balanced beatmaps to cater towards casual players by watching where they got stuck and adjusting the note patterns and meter values until the game felt fair and fun.

Skills Used

  • Beatmapping
  • Rhythm Game Design
  • Difficulty Balancing
  • Level & Scene Management
  • ScriptableObjects
  • MIDI
  • Git & GitHub
  • Playtesting
  • Team Collaboration
Engine
Unity
Category
Video Game

Game Synopsis

PantherDev Knockout is a two-player fighting game featuring characters from previous PantherDev games. Master spacing, timing, and a rock-paper-scissors-style fighting system to knock out your opponent.

My Contributions

I programmed the game's camera, stages, menus, and visual effects. Using Cinemachine, I built a camera that pans as players move, zooms out when they separate, and zooms in for dramatic hits and blocks. I added screen shake to attacks and refined the zoom and framing for smoother, more impactful fights. I implemented parallax backgrounds and built the stage-select menu from a Figma prototype, fixed a main menu softlock, added an exit button, and enabled two-player keyboard controls. I also created hit effects, block effects, dash clouds, shockwaves, and hit marks using Unity's particle system.

What I learned

This project showed me just how much of a fighting game's feel comes from good camera work and visual feedback. I learned Cinemachine, particle systems, and Unity's VFX Graph, then tuned camera zoom, screen shake, and effect timing to make hits feel powerful.

Skills Used

  • Cinemachine
  • Camera Design
  • Particle Effects
  • VFX Graph
  • Screen Shake & Game Feel
  • Parallax Backgrounds
  • UI/UX Implementation
  • Menu Systems
  • Input Handling & Local Multiplayer
  • Bug Testing & Debugging
  • Playtesting
  • Team Collaboration
Studio
VGDev
Engine
GMS2
Category
Video Game

Game Synopsis

Play as Khile as he fights through a dungeon in search of the best host for his soul. Possess enemies to regain health and see how far you can get.

My Contributions

In spring of 2026, one of the teams at Georgia Tech's VGDev Game Development Club was making a game called Soul Knife in GameMaker Studio 2. After the project lead (who was the only experienced GMS2 developer) left the project, the new team lead asked me to join the project as a consultant. From there, my role grew into that of the project's main programmer, helping take the game from an unstable, unplayable state to a polished dungeon crawler. I built core systems for random dungeon generation, enemy placement, and collision handling, helping the team meet its deadline and deliver a stable game at the showcase.

What I learned

Joining Soul Knife midway through development taught me how to step into an existing project and take on a leadership role quickly. I learned to work with teammates of different skill levels and communicate technical feedback clearly and diplomatically. The tight deadline also showed me how much a stable technical foundation matters to a game's quality and timely completion.

Skills Used

  • Procedural Generation
  • Enemy AI & Placement
  • Collision Systems
  • Bug Testing & Debugging
  • Technical Leadership
  • Team Collaboration
  • Technical Communication
Engine
Unity
Category
Video Game

Game Synopsis

Play as Oakwood, a selfless blue wizard climbing the never-ending heights of a tower in search of a cure for his ill daughter, Mayple. Dodge dangerous obstacles and see how close you can get to the top.

My Contributions

Tower Quest was the first PantherDev project I worked on. As a gameplay programmer and general contributor, I built Oakwood's run-and-jump mechanics, including slippery movement, then refined them by limiting him to two jumps and tuning his hitbox to fit his sprite. I created the main and pause menus, including continue and exit options, and implemented the Green Orb power-up, which doubles jump height for 20 seconds. I also fixed the bat enemy and menu button bugs, created the falling-rock projectile sound effect, integrated art and music, and set up the high-score system and game-over screen.

What I learned

Tower Quest taught me how to contribute meaningfully to a team project by working from a task list, building and refining features one at a time, and testing until they felt right. Because the game relies on movement, I paid close attention to responsive controls and hitboxes. I learned how details like hitbox size, button alignment, and jump limits can have a major effect on how fair and satisfying a game feels.

Skills Used

  • Gameplay Programming
  • Player Controller Design
  • Menu Systems
  • Power-Up Systems
  • Hitbox & Collision Tuning
  • Bug Testing & Debugging
  • Sound Design
  • Asset Integration & Optimization
  • Team Collaboration
Contracted by
Jett Butler
Category
Website

My Contributions

Near the end of high school, a friend of mine named Jett Butler from the PantherDev development club commissioned me to build a personal website and portfolio for him. Jett was the developer of my favorite PantherDev project, Super Shotgun Jerboa, so I was absolutely thrilled that he asked me to do this for him. We began brainstorming and came up with a colorful art focused site that has four main pages: a portfolio of his artwork, a pitches page for his ideas, a commissions form, and a contact page. I also built an image viewer that expands the artwork for easier viewing. I worked closely with Jett and revised the site until the design matched exactly what he wanted.

What I learned

This was the first website I ever built for someone I knew personally, so I had to learn a lot about how to balance my own ideas with my client's overall vision. Throughout the site's development I constantly checked in with Jett to make sure he liked everything from the colors, to the image display, to even the order of the artwork. It's through this iterative process that the site was able to be fully up to his standards.

Skills Used

  • HTML & CSS
  • JavaScript
  • Responsive Web Design
  • Page Layout & Design
  • UI/UX Design
  • Image Gallery Implementation
  • Form Design
  • Website Hosting & Deployment
  • Working with Clients
  • Strong Communication
  • Client Communication
  • Iterative Design
Producer
Noah Doub
Software
FL Studio
Category
Music

My Contributions

Justification is my second instrumental album, and the entire album is built around the idea of the ocean. While Starlight used sampling, drums, and original melodies to imagine the far future, Justification uses the same methods plus live instrumentation to capture the feeling of the sea. I began working on the album while on a trip to Panama City Beach, where I would produce parts of the album while sitting on the porch of my hotel room at night. The cover art is actually a photo I took of the sunset over the ocean, and that setting is what helped shape the album's identity.

What I learned

This album taught me much more about the FL Studio Mixer and bringing live instruments into a DAW. Around this time, I got my first MIDI keyboard and Focusrite audio interface, which let me learn clean audio recording and MIDI capture. The track "Moon Tide Pools" shows this best, featuring both MIDI piano and electric guitar performed by me. Alongside continued sampling, I learned to record MIDI and live instruments and shape them with mixer effects.

Skills Used

  • Music Composition
  • Melody Writing
  • Sample Chopping & Editing
  • Sample Editing
  • Drum Programming
  • Sound Design
  • Mixing
  • Arrangement
  • Audio Recording
  • MIDI Recording
  • Live Instrument Performance (Piano & Guitar)
  • Album Artwork & Photography

Game Synopsis

Evil robots known as the Prismoids have stolen the world's color spirits and hidden them in their evil mazes. As the Prismaniac, it's up to you to take them back and restore color to the world.

My Contributions

Any Color You Like was my second independently developed game and was the capstone project for my high school GAVS Game Development course. With about three months to design, develop, and release it, I set out to make a highly addictive, fast-paced arcade game. To achieve this style of gameplay, I combined Pac-Man inspired maze layouts with the high-speed movement and positioning of Galaga. In each level, players must collect three color spirits to go through the color door, and they must do this without dying. This by itself was pretty fun, but I decided to spice it up even more by adding power-ups that let the player run through walls, move faster, or freeze time.

What I learned

This project strengthened my understanding of core game design/balancing and instilled in me a deep love and appreciation for creative/innovative game design. To make sure that I got the gameplay feel just right, I spent countless hours studying and researching game design online. I watched hundreds of YouTube videos breaking down why a game’s core gameplay loop works, why it’s fun, and how it could be applied to my own game. Using what I learned, I playtested and tuned player speed, enemy awareness, and power-up timing so neither side had an unfair advantage. I learned to balance these systems to make a game that feels fun, replayable, and fast-paced.

Skills Used

  • Game Design
  • Game Balancing
  • Level & Maze Design
  • Enemy AI
  • Power-Up Systems
  • Game Systems Architecture
  • Pixel Art
  • Sound Design
  • Rapid Prototyping
  • Bug Testing & Debugging
Producer
Noah Doub
Software
FL Studio
Category
Music

My Contributions

I produced this two-track instrumental single in FL Studio as a bonus release for Starlight. I used short samples of an old ringtone as starting points, then composed and arranged original melodies, drums, and additional layers around them. Women In Technology later used "Off My Shoulder" in their song "CP (Cordarelle Patt3rson)."

What I learned

Elements taught me how to write music around a small idea instead of relying on a large sample. Starting from a few seconds of a ringtone, I had to work out its key and rhythm, then compose new melodies that fit it and develop it across a full song. I learned how to transform a sample with pitch, effects, and layering until it became part of the song rather than the whole song.

Skills Used

  • Music Composition
  • Melody Writing
  • Sample Editing
  • Drum Programming
  • Sound Design
  • Arrangement
  • Mixing
  • Rapid Learner
Software
Finalsite
Category
Website

My Contributions

As a web development intern, I worked with Harris County School Board staff to migrate and rebuild existing school web pages in Finalsite. I reviewed the source pages, selected and updated content, and recreated the pages to improve navigation and maintenance. I also created a video tutorial for staff on using Finalsite, that video is now publicly available on my YouTube channel.

What I learned

This was my first time working on a website for a real organization, with real users and a real deadline. I learned how to work inside a content management system like Finalsite, including building pages from its templates and layouts. I also learned how to take requests from non-technical staff and turn them into a finished page. Migrating content showed me how much of the work is organizing information, not just building pages. A lot of the older pages had outdated information, so I couldn't just simply copy everything into Finalsite. Instead, I had to meticulously update information as I went to make sure that the new site was up to date.

Skills Used

  • Web Development
  • Page Layout & Design
  • GUI Site Editors
  • UI/UX Principles
  • Working with Clients
  • Strong Communication
  • Obsessive Attention to Detail
  • Screen Recording & Editing Software
  • Rapid Learner

Untitled TSA Game

Studio
HCHS TSA
Category
Video Game

Game Synopsis

By the year 3023, the open world as we know it today has disappeared. Humanity's remaining biomes have been sealed inside massive domes called Terraworlds, and they have all been left to evolve on their own for centuries. No one has a complete record of what lives inside these Terraworlds, so to solve this problem the High Council has named you "The Archivist Of Life" and has tasked you with cataloging every creature in every dome. Armed with a scanner and a good attitude, you travel from dome to dome studying the wildlife.

My Contributions

For this GATSA State Conference submission, I designed three distinct biome levels in Unreal Engine 5 where I integrated marketplace assets to create stunning digital environments. I spent an extensive amount of time terraforming the world to have unique landscapes, placing flora such as trees so the world felt vibrant, and designing creatures that fit the aesthetic of their habitat. In addition to all of this, I also wrote the game’s music and dialogue and optimized it to run on low-end computers.

What I learned

This project was my first time using Unreal Engine 5, and I had to teach myself the engine from scratch. On my own, I quickly learned how to build large environments with the amazing world building tools Unreal has to offer. In addition, I learned how to work with advanced graphics and shaders, integrate marketplace assets into a cohesive visual style, and optimize a game to run smoothly on low-end computers. Choosing to learn a new engine while operating under a competition deadline pushed me to learn quickly and gave me a strong foundation in Unreal’s workflow.

Skills Used

  • Level Design & World Building
  • Asset, Integration & Optimization
  • Performance Optimization
  • Graphics & Shader Work
  • Music Composition
  • Dialogue Writing
  • Rapid Learner
  • Project Ownership Mentality
Producer
Noah Doub
Software
FL Studio
Category
Music

My Contributions

I produced Starlight in FL Studio, shaping the album around the idea of music from a far-future civilization. I chopped and layered samples, then combined them with original drum loops and melodies I wrote.

What I learned

Making Starlight taught me FL Studio from the ground up. I learned to sequence melodies and drums in the Piano Roll and Channel Rack, arrange full songs in the Playlist, and fine tune the track with the Mixer using EQ, compression, reverb, and sidechaining. I learned to chop and pitch samples so they fit together in one key and tempo, and to use automation to keep loops from feeling repetitive.

Skills Used

  • Music Composition
  • Sample Chopping & Editing
  • Drum Programming
  • Sound Design
  • Mixing
  • Arrangement
  • Rapid Learner

Game Synopsis

The year is 21XX, and Max, a 17-year-old farmboy from the village of Apple, has just learned that an evil alien named Sonusar plans to harvest all of the sounds in the world. Fearing for his village's safety, he sets off on a quest to stop him. Along the way, he teams up with Ricky the Rat, Cosma the Cosmic Woman, and Jayx the Robot, and together they travel the globe to put an end to Sonusar's plot.

My Contributions

When I started working on Captured Echoes, it was the largest scale project I had ever set out to make. Up until then, I was a middle schooler who had only done small bits of game design on sites like Scratch for fun. To make something of this scale, I decided to design and build Captured Echoes inside of the GameMaker Studio 2 engine. Over the span of my middle school and high school years, I implemented a turn-based combat system, map-based encounters, a rolling HP system, and a party inventory/equipment system. This was a lot of work, and it took a lot of time to get the feel of everything to my liking and standards. Beyond the gameplay systems, I also had to handle the visuals. For the artwork, most of it was done inside of the GMS2 Sprite Editor but some of it was outsourced to friends who were a lot better than me at pixel art. The audio was the last piece of the puzzle, and it was also around this time that I began to learn about music production. Naturally, this resulted in all of the music being done by me in FL Studio. Looking back on the project as a whole, I’m very proud of the work I did on this considering just how young I was when I started it.

What I learned

I started this project in 2020 as a complete beginner with no real background in programming, game development, or game design. I taught myself how to make this game using YouTube tutorials, demo projects that other people made, and the GMS2 Manual. It took me around five years to do it, and it was not easy at all. I restarted the project about five times, and the name changed from Maroon to Meteoric before eventually becoming Captured Echoes. Each restart taught me what did and didn't work and made it much easier to start on the next version.

Skills Used

  • Game Systems Architecture
  • Level Design & World Building
  • UI/UX Design
  • Asset Integration & Optimization
  • Collision & Physics Systems
  • Animation Implementation
  • Cutscene Scripting
  • Bug Testing & Debugging
  • FL Studio
  • Rapid Learner
  • Project Ownership Mentality
Project
Website / Independent Studio
Category
Website

My Contributions

noahdoub.com started as a Google Site I made in high school to share my work with my close friends. However, as the site grew I began to grow frustrated with the limits of Google Sites and that pushed me to learn HTML, CSS, JavaScript, and web hosting. Around the same time, I was also taking a GAVS web development course that required a portfolio as its capstone project. These two things collided together and resulted in the birth of the website you see before you. In addition to the site itself, noahdoub.com has become something of my personal brand/my own independent game studio. All of my games are published under noahdoub.com, and someday I would love to help publish other people's games as well.

What I learned

Creating this site taught me how to make both small and large scale websites. I started off with no web development experience and had to learn HTML, CSS, and JavaScript as I went. Moving off Google Sites meant I had to build everything myself, which I personally enjoyed as it meant I had full creative control over the layout, the theme, and the stuff I could include on the site. The best thing about running your own website is watching it grow from a few small pages to containing an entire portfolio, a regularly updated to-do list, a chatroom, a live stream page, a web stash of files, and playable versions of all of my games.

Skills Used

  • Website Hosting & Deployment
  • GUI Site Editors
  • UI/UX Principles
  • Project Ownership Mentality
  • Rapid Learner