My Work
Glyphweaver
Glyphweaver is an action adventure game about discovering the secrets of a lost civilization. Created in 30 days 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 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

Escape From Fox Island
A short survival game created in 10 days for the GoedWare game jam. This was the 3rd jam I had participated in and is one of my proudest finished products. I created all the assets except for the fox, animations, and skybox. Anything not created by me was found in an asset pack on the Unreal Engine marketplace. This is the most fun, vibey game I've made to date and is worth the 10 minutes to play.
- Game Design
- System Design
- UI Design
- Level Design
- Blueprint Programming
- Blueprint Interfaces
- Project Management
- 3D Modeling (Blender)
- AI behavior
- Perforce Version Control

C++ CommonUI Template Project
A C++ project that utilizes Epic Games' CommonUI plugin as well as base classes setup for a First Person game, including object interaction. This template is on its 3rd iteration and is perfect for starting a new C++ FPS project. It features custom UI functions for pushing widgets to target stacks, setting input modes and cursor behavior for opening and closing menus, and function libraries to help designers iterate quickly.
- C++ and Blueprint Programming
- Widget stacks (Menu stack, HUD stack, Interactable HUD stack)
- Advanced Widget Architecture
- Function Libraries
- Blueprint Interfaces
- Unreal Engine movement logic
- Logic Separation Between Player State, Player Character, and Player Controller

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. 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

Untitled Zombie RPG
I worked as the sole programmer on this 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

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