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5 years in AAA, 8 years in game dev.
Gameplay Engineer with experience in AAA, TV & Film, XR, Unity, Unreal, and Godot.
Specializing in game-feel, engine tooling, and proactive collaboration.
Summer 2021 - Fall 2023 (Released November 2023)
The first project I worked on at Ubisoft's Red Storm Entertainment, developed in Unity for the Meta Quest 2 and Meta Quest 3. Over the course of ~2.5 years, I prototyped, developed, documented, and shipped gameplay features related to player locomotion, interactive cinematics, combat, and unique VR activities.
Gameplay Features Developed
Animus Pulse + Scout
Pickpocketing
Weapon Caches
Gondola
Dice Game
Breakable Planks
Cuttable Ropes
Hanging Traps
Isu Fragments (Collectibles)
Edible Props
Musical Instruments
Things I'm Proud Of
Independently pitching and prototyping Edible Props and Musical Instruments as "quick win" features based on player feedback from User Research. My proposal was praised by the Creative Director and Lead Producer for adding enjoyment to the game while carefully considering production impact.
Being selected as 1 of 3 representatives (alongside the Creative and Technical Directors) to lead a closed-door press event in San Francisco one month before release, where I personally assisted an IGN reviewer with the game. I was commended for my helpful and passionate attitude.
Modularizing gameplay mechanics (specifically the Gondola, Dice Game, and Pickpocketing) so designers could "plug-and-play" them into levels with minimal assistance required. This expanded one-off interactions into game-wide features.
Summer 2024 (Released January 2025)
Fun fact: Mythic Quest, the real TV show about a fictional game studio making fictional games, features footage of real games custom-made for the show! While working on Season 4, I explored the feasibility of showrunner ideas through rapid prototyping, provided showrunners with multiple iterations of scenes, collaborated with producers to set deliverable expectations, and found solutions that balanced showrunner feedback with technical constraints.
Scenes Worked On
Episode 1: "Boundaries" - Cozy Galaxy scenes
Episode 2: "1000%" - Playpen/Condo Games scenes
Episode 3: "Breakthrough" - Cozy Galaxy scenes
Episode 5: "Second Skeleton" - Nursery FPS, Void, Cozy Galaxy scenes
Things I'm Proud Of
Delivering the "Nursery FPS" scene, a high-fidelity 1-minute sequence rendered in Unreal Engine 5, designed to look like it was filmed in VR. I was responsible for defining the project goals and technical pipelines for a team of 15+ animators, artists, and technical designers.
Reducing manual revision time for the "Condo Games" scenes by building a playable simulator that let showrunners finalize character outfits, animations, and positions in real-time.
Developing inventory, building, and NPC dialogue features for the "Cozy Galaxy" scenes. They're (intentionally) highly reminiscent of Animal Crossing, one of my favorite games!
Encouraging open, meaningful communication with the members of our "Nursery FPS" team. This allowed me to stay updated with their progress, provide technical assistance, delegate tasks based on individual expertise and interest, and adapt quickly to unexpected showrunner requests.
Late 2023 - Early 2024 (Released March 2025)
An incredibly ambitious 29-minute episode of television, spun-off from Mythic Quest. I improved and created the tools used to film the episode, focusing on eliminating the pain points faced by cinematic designers and the rendering process.
Things I'm Proud Of
Improving the camera "Capture Tool" by adding automated batch rendering, scene in/out times, export quality options, and lag detection. These additions turned an extensive rendering process, originally requiring constant supervision, into a single "fire and forget" action.
Developing a "Character Recorder Tool" to capture live gameplay (character animations, camera movements, ability VFX) directly as timeline animations. This meant our cinematic designers could quickly create combat sequences by playing the game, as opposed to manually animating them.
November 2020 - January 2021, March 2021
Defeat waves of enemies taking over your living room with this mobile AR tower defense game inspired by The Clone Wars
Roles: Gameplay Programmer, UI Programmer, Systems Designer
Using Google's ARCore SDK for Unity, I helped develop an Android app that allows the user to create and play a tower defense level in AR space. The user can place enemy spawn points and different tower types to populate the level, as well as waypoints to create paths for enemies to follow. New towers are available as players earn credits from defeating waves of enemies.
My Responsibilities Included
Learning and utilizing Google's ARCore SDK for Unity to use real-world planes in AR simulation and allow the user to select a desired plane
Designing an adaptable system for making new AR objects
Creating tower objects with different mechanics, such as ones that deal AOE damage, slow down enemies, or target the furthest enemy
Designing particle systems for tower radii and spawn selection
Creating UI elements that allow the user to select AR objects to place
Developers can use this open-source system alongside Oculus' SDK for Unity to detect and parse user hand gestures in VR
Roles: Sole Developer
I used the Oculus Quest's built-in hand tracking capabilities to detect and parse the user's hand gestures. Detectable gestures include letters from American Sign Language, rock-paper-scissors, and communicative gestures. The system is expandable and allows developers to create their own gesture libraries.
My Responsibilities Included
Utilizing the Oculus SDK for Unity to get real-world hand movement and pose data
Using vector math to parse hand data and translate it to gestures
Ensuring the system is expandable so other developers can create gesture libraries
Creating a tech demo to demonstrate the library's capabilities and show developers how the system can be used
January 2019 - Spring 2020
Beware this VR escape room where you have to escape while undergoing symptoms of psychosis
Roles: Programming Lead, Gameplay Programmer, Systems Designer
A virtual reality horror game where the player must solve problems while undergoing symptoms of psychosis. I was brought onto the project as a gameplay programmer and was later promoted to programming lead.
My Responsibilities Included
Creating "symptoms," which are various effects that plague the player
Restructuring the development of "symptoms" to be more efficient and designer-friendly to implement
Implementing shared functionality, such as destructibility, for objects that the player can grab
Creating interactive objects for the player to use, such as books, handles, cups that fill with water, and a fold-down bed
Organizing and delegating tasks for the programming team
Fulfill orders while putting out fires, fixing queso machines, and avoiding flying ingredients in this deteriorating VR taco truck
Roles: Gameplay Programmer
Developed in a weekend for Global Game Jam 2020. The player must fulfill taco and nacho orders while also repairing a deteriorating taco truck. Ingredients must be prepared before being combined, fires will have to be extinguished, and queso machines will require attention as the player frantically tries to complete the job. This game was developed for the Oculus Rift, Oculus Rift S, and Oculus Quest systems.
My Responsibilities Included
Programming the ability for players to create tacos and nachos with different ingredients
Modifying a refill system developed by another team member so the appropriate meshes appear
Managing the GitHub repository and merging feature branches