About me

I am a Software Developer with over 4 years of industry experience, passionate about developing high-quality, engaging products that captivate and inspire users. My expertise lies in game development, where I excel in creating interactive, immersive experiences that push the boundaries of what is possible, but I am also well-versed in web development. I am proficient in a variety of programming languages and tools, including C#, C++, JavaScript, Python, and Unity.

I thrive in collaborative environments, working seamlessly with team members to achieve design goals and deliver polished, high-performance products. As a self-directed professional, I excel in managing my time effectively and communicating proficiently in remote settings.

My passion for programming is unwavering, and I embrace every challenge and bug that comes my way.

Over the years I've honed my experience with the following:

Languages:
C#, C++, JavaScript, Python, Lua, HTML, and CSS.

Version Control Software:
Git, GitHub, Preforce, and Plastic SCM

Project Management Tools:
Trello and YouTrack

Software:
Visual Studios, Visual Studio Code, GIMP, Audacity, and Blender

Engines:
Unity, Unreal Engine, Godot, and Roblox Studio

What i'm doing

  • design icon

    Game Development

    The most modern and high-quality design made at a professional level.

  • Web development icon

    Web development

    High-quality development of sites at the professional level.

My skills

  • Unity
    75%
  • Unreal Engine
    60%
  • Game Development
    90%
  • Web Development
    50%

Portfolio

  • Game Development

  • Game Development

  • Game Development

  • Game Development

  • Web Development

Resume

Experience

  1. Gameplay Programmer

    04/2024 — Present

    Enhanced the user experience and interface in Unity by integrating intuitive UI/UX features. Implemented player skills, abilities, and animations to ensure smooth and visually appealing gameplay. Managed server-client communication for updates and created tools that boosted the team's testing and debugging efficiency.

  2. Gameplay Engineer

    11/2023 — 03/2024

    Developed and optimized network programming features in Unreal Engine to enhance multiplayer functionality and performance. Maintained effective communication with the team, boosting collaboration and teamwork. Designed and implemented new gameplay mechanics, leading to greater player engagement and an improved overall game experience.

  3. Technical Game Design Intern

    06/2023 — 10/2023

    Used Spatial as the main platform for development, emphasizing performance optimization. Employed Unity's Visual Scripting to program mechanics, animations, and interactive elements, aiding the success of three game projects. Enhanced 3D models, materials, and textures to improve project efficiency across AR, VR, and WebGL platforms.

  4. Web Developer

    12/2022 — 01/2023

    Programmed and designed a quiz feature inside WordPress using HTML, CSS, and JavaScript that outputs different results based on the answers provided by the user.

  5. AI Programmer

    05/2022 — 05/2023

    Led the creation of advanced AI mechanics, gameplay features, and prototypes. Improved player interactions by integrating a collision detection system for smoother gameplay. Worked with the level design team to craft engaging game levels and refine AI navigation.

  6. Software Engineer Intern

    08/2021 — 11/2021

    Led the creation of a Unity and C# demo to showcase the company's emotion detection AI. Collected team feedback and made adjustments to ensure high quality. Developed prototypes for presentations to creative, technical staff, and management.

  7. Gameplayer Programmer Intern

    08/2019 — 08/2021

    Took charge of key gameplay elements to ensure a smooth gaming experience. Engineered prototypes from design ideas, streamlining the development process.

Contact

Contact Form

Scension

Scension is a multiplayer game where five teams of five compete head-to-head to reach the boss arena and defeat it before any other team.

The game was developed using Unreal Engine 5 and the Lyra Plugin.

In this project, I was responsible for implementing UI elements and core gameplay mechanics. Some examples of my work include the minimap, team display (left side), player stats (top right corner), arena status (next to the minimap), gold inventory, neutral rewards, security system, abilities, combat meter, and more.

Unfortunately, Scension did not get a public release, as the company went under and the team was disbanded.

Despite this, I am proud of the features I developed. Please take a moment to check out my work—I had a great time bringing these elements to life!

Directional UI and Map


Designed and implemented a directional UI element to guide players toward objectives. Customized a MiniMap plugin to align with project-specific needs, adding unique features. Additionally, developed full-map logic to enhance navigation and gameplay.

Combat Meter


Developed a combat meter to indicate when the player is free from combat. Upon taking damage, the progress meter resets to zero and gradually fills until reaching a 'no combat' state. Additionally, integrated a synchronized health number within the combat meter's circular design, providing players with precise health information aligned with the health bar for clarity and consistency.

Security System


Implemented a security system that players can construct to alert their team when an enemy enters their controlled arena.
Additionaly, I added real-time UI indicators that immediately notify players the moment an enemy crosses the security gates, ensuring quick responses and enhanced strategic awareness.

Blessed Status/Teleporter Logic


Developed the 'Blessed' status, granting players access to the Boss arena while automatically teleporting their team inside. While Blessed, players cannot use abilities, and the status is removed upon death or being downed. Players acquire the status by taking the Teleporter at the end of the map to the Floating Island (costing 10,000 gold) and drinking from the fountain. I also integrated the status into the UI, displaying the number of Blessed players, and implemented VFX created by the team’s artist to enhance visual feedback.

Dragon Call

Dragoncall Dragoncall

Implemented a dynamic Dragon Call system that initiates a 2-minute countdown when activated. Teams can only access Dragon Call timers and dragon pit statuses for arenas under their control. However, when within the circular minimap radius of enemy dragon pits, dragon-pit information becomes visible to all allies, but only while remaining inside the radius. After the 2-minute timer elapses, a random dragon from multiple types spawns in the pit and remains until slain by a team. Activating the Dragon Call requires 10,000 gold, and defeating the dragon rewards the entire team with a powerful buff.

Neutral Rewards Logic


Developed the logic and implementation for Neutral Reward Timers, spawning mechanics, and UI integration. Neutral rewards are released in four rotating sections throughout the match. Starting 90 seconds into the game, reward zones labeled #1 activate, spawning a treasure chest at marked locations. These neutral rewards can be collected by any player, granting their entire team a significant gold bonus. The system ensures continuous engagement and strategic opportunities for all players.

Alone

Alone

After falling down a cave, you must explore and fight your way out. Be careful of the dangers that lurk in the dark.

The game is a Work In Progress and will constantly be updated with new features and mechanics. I am using Blueprints to develop the mechanics and will start adding tools to the project along the way.

Updates


Added throwable grenades that explode within a certain amount of time.

LionTree

This project was developed during an internship with Collimation, focusing on optimizing maps for WebGL, mobile, and VR platforms. My responsibilities included designing mechanics, implementing UI features, and creating interactive objects using Unity’s Visual Scripting, enabling players to collect, interact with, and enjoy them. The project utilized the Spatial plugin and was successfully uploaded to the Spatial platform.

Screenshots

Dragoncall
Dragoncall
Dragoncall

Souls of the hexed Moon

"Soul of The Hexed Moon" is a game I developed during my internship at MoonRift Entertainment, LLC. As part of a team of six, I was responsible for implementing player and enemy functionality, including movement, AI, animations, and sound effects. The game was built using Unity and C#, with assets created collaboratively by the team. Our project won the game jam, recognized for being a complete, engaging, and well-functioning game.

PECA

PECA

I was contracted by Pathways Early College Academy to design and implement an interactive quiz feature using HTML, CSS, and JavaScript. This feature dynamically generates personalized results based on user responses and was seamlessly integrated into their WordPress site for an enhanced user experience.



Go to website.