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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.
Developed in a 4-person team for a 4-day game jam, this physics-based platforming-puzzler has players place wacky physics props to help sheep reach the goal. Inspired by Ultimate Chicken Horse and Lemmings.
Features Worked On
Prop Inventory + Shop
Prop Placement
Level Reward Payout
Level Design
Things I'm Proud Of
Finishing #186 in Enjoyment, #192 in Artwork, and #291 in Creativity out of 10,500 entries in the game jam!
Creating all 12 levels in a single all-nighter, gradually introducing players to the games' mechanics while providing unique puzzles and a cohesive, overarching theme.
Implementing a dual inventory-shop system that streamlines prop selection and exposes values for UI integration.
Developed in a 2-person team for a 1-week game jam, this bullet hell arcade game requires the player to balance high-scoring combos with navigating obstacles. Just like in actual ballet, there's no animation cancelling; performing a move commits you to its duration, distance, and direction.
Features Worked On
Player Movement State Machine
Player Input Queuing
Combo Chaining + Scoring
Combo Pattern Detection
Environment FX (i.e. screen-shake, dizzy, lighting)
Enemy AI Path System
Player Animation Integration
Things I'm Proud Of
Finishing #11 in Creativity, #61 Overall, and #84 in Visuals out of 3,500 entries in the game jam!
Creating a rolling pattern detection system that rewards players based on pattern length and diversity, supporting a high skill ceiling and incentivizing risky, complicated combos.
Designing a diegetic gameplay feedback system that communicates the animation duration, "flow" direction, and next queued move.
Designing and implementing a player movement state machine that takes in the previous move, current directional input, and queued action button input as parameters.
Developed in a 9-person team for a 48-hour game jam and polished over the following month. Players are separated into two teams, mermaids and divers. Each mermaid has to find all of their trinkets using a proximity-based "trinket detector," while avoiding the divers hunting them. Divers are swimming in complete darkness and must use the echolocation pulses of the mermaids' detectors to locate their prey.
Features Worked On
Trinket Spawning
Trinket Checklists
Game State + Progression
UI Integration
Network Replication + Optimization
Things I'm Proud Of
Optimizing performance to support up-to-8-player online in-browser multiplayer using WebRTC. Fully playable with friends on itch.io!
Creating a trinket spawning system that adapts to the number of active players and gracefully handles a trinket count higher than the number of finished art assets.
Finishing the core gameplay loop within 48 hours, leaving only the lobby menu, additional UI, and multiplayer optimizations for the following month.
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 truckĀ
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