Game Programmer with strong knowledge of C# and C++

I specialize in gameplay programming, though I am familiar with engine and tools programming. Additionally I am proficient in Unreal Engine 5, both Blueprints and C++, and Unity. I’ve also created my own 2D game engine utilizing C++, the SFML framework, and ECS.

I’m always on the lookout for ways to create gameplay moments that make the player feel like an expert and unstoppable force of nature, fueled by energy drinks. I have an unquenchable thirst for knowledge that I relentlessly pursue, and a deep-seated love for all things related to video games… Except for my eternal nemesis in Mario Party, Wario, we don’t talk about him.

Hideout Shootout

Hideout Shootout is available to play here

Hideout Shootout is a Roguelike Bullet-hell dungeon crawler inspired by “Enter the Gungeon”. The features I was personally responsible for include: randomly generated levels, boss encounters, weapon functionality, destructible/interactable environment props, a persistent high score leaderboard, and more! All art assets were created in Aseprite and animation was done in Unity. For random dungeon generation I programmed a level editor tool that utilizes node graphs to increase the ease of designing level layouts. The Dungeon Builder then assembles the layout using hand-crafted room prefabs which are then randomly connected, referencing bounding boxes to ensure no overlap occurs.

Dawn Break

A 3rd-person Action RPG with Souls-like combat began in August 2019 and is currently still in development. I am responsible for all the game’s programming and architecture barring scripts related to footstep audio, which was written by a peer kind enough to share. The AI is built on a State Machine utilizing Unity’s Navmesh for navigation which I am also responsible for alongside with the animation Blend Trees, VFX, a few player weapons/consumables, and 1 character model. The animations and environment assets are third party assets purchased from the Unity asset store.

The Final Flame

The Final Flame is available on to play here

A solo developed Top-Down 2D Arena Shooter. I am responsible for the programming, art assets, audio, VFX, and animation. All art assets were created in Photoshop; all SFX were created in Audacity, Music was created in LMMS, and Animations were created using Unity’s animator tool. The goal is for the player survive each wave of enemies in increasing difficulty with the ultimate wave consisting of a boss fight that spawns more enemies each time it gets hit with it’s second phase being more aggressive and pursuing the player at a higher movement speed.


My Resume

COMPETENCIES/SKILLS/LANGUAGES

Languages: C#, C++, Python, Java

Engines: Unity, Unreal Engine

Software: Git, Visual Studio, JetBrains Rider, VSCode, Trello, Office 

PROJECTS

Engine ProgrammerCustom 2D Game Engine | SFML 2.6 and C++                                        Mar 2024 - present

  • Architected ECS (Entity Component System) with Factory Pattern to promote scalability, maintainability, and efficiency while avoiding tight coupling

  • Implemented custom Vector Math Library including distance, length, normalization, and scalar operations to allow for easy to perform calculations

  • Employed Bounding Box component to apply physics collision and collision resolution to prevent entities from overlapping while solving edge cases of entities getting stuck on corners

  • Programmatically built levels by reading in assets from .txt file and associated x,y coordinates to correctly place assets into the level grid

Game ProgrammerUnity2D | Procedurally Generated Top-Down Roguelike                        Sep 2022 – Jan 2023

  • Created a Node Graph Level Editor for quick iteration in the Unity Editor of 5 different level variations of 4 levels for a total of 840 level combinations per level

  • Utilized Unity Profiler to identify CPU bottleneck in A* pathfinding and reduced frame loss by 50% by staggering pathfinding so each AI recalculates pathfinding on its own unique frame

  • Programmed 8 directional player movement based on cursor position in relation to the angles that correlated with player unit circle

  • Executed design patterns such as Object Pooling to reduce garbage collection of bullet game objects and the Observer Pattern for player input, player and enemy health changes and deaths

Gameplay ProgrammerUnreal 5| Multiplayer Third-Person Roguelite                        Sep 2022 – Jan 2023

  • Utilized EQS for spawning AI using query context to spawn around all players and added test conditions to ensure AI always spawns a minimum distance of 1000 units from all players

  • Combined Blueprints with custom C++ scripts for increased control over gameplay mechanics

  • Leveraged Behavior Trees for AI with C++ to ensure Controllers, Services, and Brain is correctly assigned on AI instantiation

  • Programmed player movement, player and AI projectiles, 2 player abilities (teleport and physics based blackhole that pulls actors towards its center), and extendable Power Up System

EXPERIENCE

Full-Stack Web Developer – Grey Matter Games LLC | Charleston, SC                       July 2023 – Present

  • Developed back-end using ASP.NET MVC, C#, Entity System, and MS SQL database and front-end with HTML and CSS

  • Created admin dashboard so owner can easily add new posts, media, and interact with messages left by visitors

  • Authentication implemented for admin dashboard login to ensure website integrity

EDUCATION

Bachelor of Science in Computer Science                                                                                Anticipated: Oct 2024

Western Governors University | Salt Lake City, UT