My Work

Project Arsenic (Ongoing)

While this project isn't in a state that's going to shock anyone visually, the systems in place are easily my best work. Featuring a nice framework for saving and loading, a framework for menus and UI, clean GAS implementation, and a robust interaction system all built from the ground up, I couldn't be more proud of the state of this project. If you're a recruiter or someone interested in checking out the details of this project, I made a snapshot of the project and its code available on GitHub at the link below. This project also comes with detailed documentation about each of the implemented systems which is also linked below.

  • Systems Architecture
  • Saving and Loading
  • World Partition
  • Deep C++ and Blueprint Programming
  • Component-based Design
  • Event-driven logic
  • Game code optimization
  • Strong inheritance structure
  • Subversion Version Control
Arsenic Showcase

Glyphweaver

Glyphweaver is an action adventure game about discovering the secrets of a lost civilization. Created in 30 days using Unreal Engine for the 2024 annual Github Gameoff Game jam (November), I worked as the lead programmer amongst a small team. My role was an important one here, as I guided other programmers when they needed help or corrections, while designing and programming the systems and frameworks required for this project. I designed the combat system from the ground up, including a Doom-like token system to ensure the player doesn't get overwhelmed or swarmed by enemies. I created unique spells and utilized the Environment Query System to create complex AI behavior with varying enemy types to keep combat challenging and interesting. I challenged myself to work almost entirely in C++ and mostly accomplished that. I also designed the UI and accompanying Save/Load system. Please note that while the GitHub link below doesn't link to my personal GitHub page, it is still the exact project I worked on minus the marketplace assets we used to complete the project.

  • Teamwork
  • Combat Design
  • Systems Design
  • Game Balancing
  • Saving and Loading
  • C++
  • Environment Query System
  • Complex AI Behavior trees
  • Advanced UI Architecture
  • Custom ability system
  • Basic IT/Repo Management
  • Subversion Version Control
Project 1

Clocktergeist

Clocktergeist is an FPS Boss Rush with a focus on combat that won Best Art Direction in the 2025 Boss Rush game jam. Using Unreal Engine, I worked as a programmer and game designer, and was the designer responsible for most of the game's systems. Because I was the most experienced with GAS, I had to create video tutorials and various in-engine showcases to allow the other team members to use the system properly, which helped solidify many of the GAS concepts for me. I designed and implemented the grappling hook system (among other things) over a few iterations, and used a clever solution to handle moving grapple targets - homing projectiles. Unfortunately, I faced a health issue that caused me to drop out for about 2 weeks in the middle of the jam, but I started and ended very strong by both providing the template and systems necessary to complete the game at the start of the jam, and polishing/debugging the many loose ends at the jam's close. This game was a lot of fun to work on and was technically challenging. I have since used GAS in every project and have continued to improve my GAS workflow.

  • C++ and Blueprint Programming
  • Gameplay Abilities, Gameplay Effects, Gameplay Tags
  • GAS
  • Complex vector math
  • UI Programming
  • Game Design
  • Debug team members' code
  • Create checkpoint system using Game Instance Subsystem
  • Create and program UI using Common UI
Clocktergeist Gameplay

Guardian of Gator Grove: The Final Stand

Built upon my knowledge of past projects, this FPS Tower Defense contains multiple enemy types, turret upgrades, player abilities, a stunning environment, and everything else you'd expect from an FPS tower defense game created with Unreal Engine. Made solo in 2 weeks for the Acerola Jam. I wanted a unique enemy that would chase the player indefinitely, and that meant I needed to figure out how to get AI to jump over obstacles. Additionally, I spent the equivalent of 3 days balancing every aspect of the game to give new and experienced players a rewarding gameplay loop. I had to sacrifice other mechanics like a final boss, extra abilities, different turret projectiles, etc. just to get the balance right. Game developers often find themselves in these balancing acts as that's simply a part of the job.

  • Blueprint Programming
  • AI navigation via NavMesh and Spline
  • AI Jumping and attack logic
  • UI Design
  • Vector Math
  • Level Design
  • Animation Blueprints
  • Niagara Systems
  • Custom Collision
  • Music produced in-house
  • Perforce Version Control
Project 4

Untitled Zombie RPG

I worked as the sole programmer on this Unreal Engine 5 untitled zombie game with over 10 people. The design doc called for various systems like a random quest generator, item pickups, a drag and drop inventory, and randomized back-alley shops. The project was in development for roughly 2 months before production stopped, but the work I did with the team is worthy of showcasing. This project forced me to learn lots of new things very quickly, like creating my own ability system from scratch, complex maths, and creating exciting, polished projectile weapon and melee weapon mechanics.

  • C++ and Blueprint Programming
  • Teamwork
  • CommonUI
  • Vector Math, Trigonometry
  • UI Animations
  • Quest System
  • Data-Driven Inventory/Equip System
  • Dynamic Weapons Systems
  • Custom Non-GAS Ability System
  • Subversion Version Control
  • Server Management/Basic IT
Project 5

About Me

I'm a passionate, dedicated professional that loves programming and designing games. From player movement, to fully networked and replicated game mechanics, everything I do in (and out of) the engine I do with quality in mind. The only thing that can match my passion for game development is my passion for learning. I continue learning new things about game development, enrolling in courses from reputable developers, and trying to solve difficult programming problems with a healthy dose of elbow grease.

My LinkedIn
Headshot