CI/CD · Perforce · C++ · Agile · ECS · Blueprints
Unreal Network Programmer and Generalist
Gameplay Programmer and Generalist
Built using Unreal Engine's Perception Component and EQS to simulate realistic AI
Modular project built using a variety of self-developed plugins
Built with Game Maker Studio 2 using new systems like the Sequence designer and external API's
Built using C# over the span of one weekend. Designed, led, and programmed core gameplay features.
Built with Behavior Trees, Environment Query System, and Blueprints
Built with Unity3D using built-in UI designer, C# components, and scriptable objects
Built with Unreal Engine using UMG, C++, and Git for source control
Used Unreal Engine Blueprint scripting, Behavior Trees, and Perception System
Built with UE4 UMG, Blueprints, Behavior Trees, Drag-n-Drop system
Built with Game Maker Studio using custom systems and integrated networking capabilities.
Built using Unreal Engine's new data oriented architecture called Mass.
Role playing project built using Unreal Engines Gameplay Ability System
Competitive action game using Unreal's replication and RPC system. Lobbies and sessions setup through Epic Online Services.
Inventory system built using UMG, Blueprints, and C++. Inspired by Resident Evil 3.
Interaction / Inventory plugin built using C++
I am a software engineer with experience using Unreal Engine, Unity, and Game Maker. I've developed multiple projects through a combination of Unreal's Blueprints, C++, C#, and Game Maker Language.
Initially, I created games during my free time, I am now seeking to expand my knowledge in the game development industry. During my downtime, I gather inspiration for my projects by playing videogames such as Valorant, Dead By Daylight, and Apex Legends.