Game Programming

Shadows of the Lost is a dark fantasy action RPG inspired by Souls-like titles, where players harness the corrupting power of shadow to battle forsaken gods and navigate a world consumed by betrayal and myth. Built in Unreal Engine 5.5, the game emphasizes punishing combat, atmospheric exploration, and systems that balance power with the ever-present risk of corruption.

Key contributions include developing a modular multi-type damage system (Physical, Fire, Frost, Lightning, Magic) with stat scaling and resistances, designing a fall damage system with lethal trace checks and scaling curves, implementing an Enemy Leash AI system that ties into designer-configurable behavior trees, creating the cinematic Fog Gate boss encounter system with cutscene integration and arena management, adding a transition loading screen to smooth texture streaming, and extending the State Manager and Gameplay Tags to unify combat, AI, and animation states. These systems were delivered on a tight timeline in preparation for the upcoming vertical slice milestone, ensuring the build showcased polished combat encounters, smooth AI behavior, and stable performance for presentation.

Developed by Bode Software using Unreal Engine 5

WWII Online: Chokepoint is a free-to-play, tactical World War II multiplayer FPS that emphasizes squad-based combat, close-quarters firefights, and large-scale battles. Built in Unreal Engine 5.3, the game delivers authentic WWII experiences with teamwork and strategy at its core.

My contributions included fixing critical weapon handling bugs, designing and implementing a loadout customization UI, optimizing multiplayer audio and replication systems for immersive 3D spatial sound, profiling and debugging performance bottlenecks, and collaborating cross-functionally with animators, audio designers, and UI/UX artists to deliver cohesive gameplay systems. I also worked extensively with Unrealโ€™s profiling tools to identify and reduce network overhead, ensuring smooth online play. In addition, I focused on aligning audio and gameplay logic to improve immersion, making footsteps, ambient effects, and weapon sounds feel both responsive and reliable in multiplayer environments. These efforts helped stabilize the vertical slice build and improve overall playability during testing.

Developed by Playnet, Inc. using Unreal Engine 5

Perception is an award-winning narrative thriller that follows a blind womanโ€™s harrowing journey to uncover the truth behind the mansion from her nightmaresโ€”before she becomes its next victim.

Relying on sound as her vision, Cassie navigates the eerie halls of the Estate at Echo Bluff, determined to piece together its dark past. But sheโ€™s not alone. A relentless entity known as The Presence stalks her every move. While sound is essential for her to see, every noise she makes risks drawing The Presence closer. She must carefully balance exploration and stealth to uncover the mansionโ€™s secretsโ€”and find a way to escape its grasp.

Key contributions include refactoring the player controller and pawn with a unique whistling mechanic, modifying the AI enemy state machine, implementing the game state saving system, developing and integrating the Steam achievement system, designing the options menu, refactoring the inventory system, adding and updating interactable objects, incorporating in-game cinematics via level blueprints, enhancing particle effects, conducting playtesting, and identifying and fixing bugs.

Developed by Deep End Games using Unreal Engine

Art Heist is a third-person action-adventure game blending stealth, exploration, and puzzle-solving. Players take on the role of Artie Thompson, a misunderstood teenage girl on a mission to steal priceless works of art and redistribute them to the poor.

The gameโ€™s environmentsโ€”museums and mansionsโ€”are designed as intricate mazes filled with guards, drones, dogs, and traps that Artie must outmaneuver. As she progresses, she unlocks upgradable abilities essential for navigating increasingly complex challenges and aiding the less fortunate characters she encounters.

Contributions: Designed and developed key gameplay systems, including the main game loop, project creation and management, player controller and pawn mechanics, game state, game mode, stealth system, UI/UX, animation blueprints, level design, cover system, AI fine-tuning, menus, items, inventory, interactive objects, core stealing mechanics, as well as various 3D models and particle effects.

Co-developed with Greg St. Angelo and Josue Magallanes using Unreal Engine

Step into the crispy boots of Bacon Man and battle through the food groups to confront those who have condemned you. Itโ€™s up to you to clear your name and reclaim your rightful place on the Meat Throne!

Bacon Man features brutal, precision-based platformingโ€”whether on foot or in the airโ€”powered by the patented Bacon Control Systemโ„ข. Experience 2-player couch co-op, 25 challenging levels, four unique playable characters, versatile combat mechanics, unlockable outfits, Steam achievements, and a satire-rich storyline. Ascend as the true ruler of the four food group kingdoms!

As an intern at Skymap Games, I managed the bug database using the Mantis bug tracking system. My contributions also included playtesting, hosting Skymap events, engaging in fundraisers, designing object blueprints, and contributing to level design. Additionally, I actively studied and learned from programmer Jon Vazquez, reviewed Bacon Manโ€™s code, and provided suggestions for improvements where applicable.

Developed by Skymap Games

Upsilon Circuit is a one-of-a-kind fantasy dungeon-crawler where players get only one chanceโ€”if they die, they can never play again. The game uniquely intertwines two experiences: The Contestants explore the overworld and procedurally generated dungeons, battling monsters, avoiding traps, and competing for Dream Tech Crystals, while The Audience watches live, influencing the game by providing aid or creating obstacles.

At Robot Loves Kitty, I took on multiple roles, contributing as a programmer, level designer, server administrator, playtester, bug tracker, publisher liaison, and IT technician. I set up and managed a Mantis Bug-Tracking database, synchronized servers and applications for live playtest events with the publisher, and built six PCs for the development team. Additionally, I maintained daily communication with the publisher, tracked bugs, designed level sections, and developed a Python script plugin for Mantis that integrated directly with Slack.

Developed by Robot Loves Kitty


Animations

The Last Samurai
The Matrix

Art