Current Focus

I recently completed my A.A.S. in Digital Gaming & Simulation (Programmers) and I’m focused on growing my game dev knowledge, turning my game ideas into playable, testable systems, and finding my place in the industry.

My main pursuits right now, aside from finding a position at a studio, are a UE5.5 first-person wave-survival prototype (private IP)—still the most serious single-player systems project I’ve undertaken—and a UE5 friendslop-style co-op shopping mall prototype (private IP) in parallel. On the FPS: combat, enemy AI, and escalating rounds are already in the playable loop; current work is hardening the facility vertical slice (progression spaces, AI/navigation reliability) toward a completable run. On the mall co-op: shared chaotic jobs, proximity voice, and escalating day-shift disasters are the focus, with core loop and multiplayer scaffolding in active development. Both are private development, no public builds yet.

I work as a Gameplay Engineer and Technical Designer: mechanics, loops, UI/session flow, tuning data, and player-facing feedback in-engine. I’m passionate about software and computers—relatively new to formal study (~2 years), but serious about shipping playable games, this portfolio site, and public GitHub work. I stay in the editor daily, own design direction and integration, and validate through playtesting.


How I build & where I fit

Primarily Gameplay Engineering areas
Mechanics, systems, tuning, in-engine UI flow, playtesting, and taking ideas to itch-ready builds in Unity and Unreal.

Portfolio & site process
I work daily in Cursor, game engines, and other creative tools—editing, debugging, and revising until systems run cleanly and tested behavior matches intent. Assisted tooling speeds exploration and boilerplate; I still own architecture choices, commits, edge cases, and what ships. That workflow built this GitHub Pages site (Jekyll, custom SCSS, custom JS canvas background), my GameDev Portfolio repo, and supporting docs: portfolio building for me, and proof I can pick up new stacks and deliver polished surfaces around my projects.

Team fit
I’m strongest where gameplay systems, technical design, and fast iteration matter. I’m also a good fit for teams that want someone comfortable with modern dev tooling, clear portfolio presentation, and wearing multiple hats early in a career.


Skills & Expertise

Engines & implementationUnity (C#) and Unreal Engine (C++ / Blueprints) for gameplay systems, UI/session flow, tuning data, WebGL, and Windows builds.

Gameplay & systems thinking — Mechanics, fail states, escalation, progression, economies, central behavior controllers, weighted spawns, and data-first workflows that keep iteration manageable.

Procedural contentPCG with authored guardrails: chunked levels, tiered obstacle pools, readable variation, and playtesting to keep progression fair.

Input and feedback — Breath hardware, serial input, mic/keyboard fallbacks, arcade/gamepad-first controls, CRT presentation, shader-driven feedback, and WebGL performance fallbacks.

World & IP prep — Long-form original world chronicle (~32 entries, ~30+ pages, in revision): chronicle-style background lore as groundwork for a future game concept—design-facing worldbuilding, not a separate writing portfolio.

How I work — Concepting, preproduction docs, prototype, playtest, revise, document, and ship on itch / Steam when appropriate. I keep notes, devlogs, and project documentation so my original intent and decisions stay traceable. Day to day: if not in preproduction, usually working in engine + Cursor, design direction stays in prepro docs or Milanote, code and data in the repo.

Portfolio & tooling — Cursor and similar tools for acceleration, with personal review for integration, game feel, and release quality. Portfolio site: custom theme, layout, responsive SCSS, sidebar gallery, animated canvas background, and more.


Recent / Active Projects (past 12 months)

  • ACCESS GRANTED — Released Unity WebGL reflex game: block breaker + typed command challenges, dual fail tracks, slow-mo prompts, CRT presentation, and patch iteration.

Play ACCESS GRANTED In Browser · Projects

  • Dread & Breakfast (v0.9 beta) — Unity top-down ghost simulator with escalating nights, shuffled layouts, centralized guest behavior, haunt abilities, and persistent meta-shop progress.

Play Dread & Breakfast In Browser · Projects · Devlog

  • Trenchglow — Released WebGL deep-sea exploration game with sonar reveals, layered visibility, audio-synced feedback, GPU fallbacks, and extra trench levels beyond the tutorial.

Play Trenchglow In Browser · Projects

  • BREATHE Arcade — Unity capstone with five breath-controlled micro-games, custom fan hardware, serial ingest, mic/keyboard fallback, smoothing, and shared scoring/results flow.

Play BREATHE Arcade In Browser · Projects

  • OVERCLOCKED: Data Dash MAX — Released UE5 endless runner with C++ gameplay systems, tiered obstacle chunks, gamepad-first controls, arcade/desktop tuning, themes, and offline boards.

Download OVERCLOCKED on itch.io · Projects · Patches

  • Void Knights — UE5 Blueprint coursework prototype: Reality/Void realm swaps, telekinesis, patrol AI, and stealth/traversal puzzle hooks.

View Void Knights on Itch.io · Projects

  • I AM INEVITABLE — Chillenium ‘26 UE5 jam build: defeat-scaling stats, wall movement, and dash payoff in a compact platforming loop.

Download I AM INEVITABLE on itch.io · Projects

  • Quantum Tether — Texas Game Jam 2025 weekend ship: mouse grappling, dash recovery, corrupted anchors, weighted procedural chunks, upgrades, and score-as-time flow.

View Quantum Tether on Itch.io · Projects · Trailer

  • C++ sandbox & Python tooling experiments — Small engine, automation, and workflow experiments that support Unity/Unreal learning.

Current focuses

  • UE5 FPS survival prototype (private IP) — Serious in-progress Unreal Engine 5.5 (C++) title: first-person wave survival. Combat, enemy AI, and escalating rounds are in the playable loop; currently hardening the facility vertical slice. My most invested solo systems project—no public build yet (see Projects).
  • UE5 co-op mall prototype (private IP) — In-progress Unreal Engine 5 (C++) friendslop-style co-op set in a shopping mall: shared chaotic jobs, proximity voice, and escalating day-shift disasters. Core loop and multiplayer scaffolding are in active development—no public build yet (see Projects).
  • Original world chronicle — ~32 lore entries in revision (~30+ pages); foundation for a future game IP—worldbuilding for a game concept, not external narrative publishing.
  • Keeping this site, LinkedIn, and GitHub aligned with recent work.
  • Continuing Unity/Unreal production habits while applying to studios, prototyping, playtesting, and documenting new work.

QA stance

Establish early loops, test edge cases, keep notes, and focus on player-facing feel: controls, feedback, readability, VFX/SFX timing, and friction points.


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