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.
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:
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:
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:
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:
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.
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