Hi, I'm Alan

A Gameplay Programmer
with a creative edge
C++ logo
Unreal Engine logo
Visual Studio logo
Perforce logo
Github logo
Blender logo
Experience
Legion Studios

Gameplay Engineer/Technical Designer

At Legion Studios, I worked on developing essential gameplay systems for Covenant, a fast-paced multiplayer FPS using Unreal Engine 5 and C++. My main areas of focus were enemy AI, weapons, and player movement.

  • Created a modular, data-driven AI system that accelerated the implementation of new enemy types and behaviors, increasing iteration speed and allowing for greater enemy diversity and complexity
  • Implemented several unique player movement mechanics, leveraging Unreal Engine’s character movement networking flow for smooth movement even in high-ping environments
  • Collaborated closely with designers, animators, and engineers to build features, resolve issues, and provide tools
  • Identified, diagnosed, and fixed complex gameplay bugs, reducing team downtime and improving productivity
Projects
Dark Void

Group Project | 6 Weeks

Dark Void is a game with roguelite and survival-horror elements that takes place in a rotating maze, made using Unreal Engine 5.

This project won CG Spectrum’s New Year, New Level challenge in both the Programming and Game Design categories.

As the team's programmer, my work included:

  • Close collaboration with design and art
  • Gameplay implementation, including player-centric level rotation, ability pickups, enemy interactions, a light-based health system, and a dialogue system
  • Enemy AI navigation and behavior
  • Player HUD UI
  • Designer-friendly maze-building tools
  • Cloth simulation using UE's Chaos Cloth system
  • Git repo management and basic training
  • Build and distribution
Abstraction

Solo Project | 12 Weeks

Abstraction is a 3D platformer in which Unreal Engine’s Blueprints form a physical world. The player finds and fixes bugs as they step into deeper and deeper functions, peeling back the layers of abstraction.

Early progress was featured in CG Spectrum's Student Showcase.

Work on this project included:

  • Gameplay design and implementation
  • Procedural character animation
  • Custom node/platform building tools
  • Character and environment designs and models
CrossCube

Solo Project | 2 Weeks

CrossCube is a gameplay feature demo created for a two-week challenge. The player manipulates cubes to solve spatial puzzles in order to progress.

Work on this project included:

  • Gameplay design and implementation
  • Rapid prototyping using Blueprints
  • Layered 3D rotations with animated transitions
  • Multi-context input handling using UE’s Enhanced Input
  • Model creation and in-engine setup
Beat Breaker

Solo Project | 4 Weeks

Beat Breaker is a take on the classic block-breaker genre that incorporates rhythm elements, made using Unity and C#.

Work on this project included:

  • Gameplay implementation
  • Synchronization of gameplay and music
  • Menu UI
  • 2D Sprites
Skills
Languages
  • C++
  • C#
  • Swift
  • Javascript
Software/Tools
  • Unreal Engine 5
  • Unity
  • SDL2
  • Visual Studio
  • Blender
  • Git/GitHub
  • Perforce
Programming
  • Gameplay Systems & Mechanics
  • 3Cs
  • AI
  • Debugging
  • Optimization
  • Rapid Prototyping
  • 3D Math
Core
  • Cross-Disciplinary Collaboration
  • Problem Solving
  • Critical Thinking
  • Communication
  • Time Management
  • Creativity
Photo of Alan
A little more about me

I’m a gameplay programmer with industry experience building core systems including player movement, combat, and enemy AI. I believe in strong cross-disciplinary collaboration, creating intuitive tools for non-technical developers, and writing readable, maintainable code.

I’ve wanted to make games since I was a kid. I still remember finding a dusty copy of Bryce 3D at my elementary school and getting my friends together to plan out our first game. Years later, after working in several different fields, I finally gave myself the permission to pursue game development professionally. I studied game programming with a focus on Unreal Engine and C++ at CG Spectrum, and landed my first role in the industry shortly after.

Outside of programming, I take inspiration from films and pursue writing and photography—interests that mirror my goals in game development. I’m driven to work on games that break the mold and embrace creative risks.

Connect with me on LinkedIn