I’m a North Carolina based human who loves building the moment-to-moment feel of games—combat, movement, camera, and enemy AI are my jam! I’ve shipped multiple projects in both Unreal Engine and Unity for PC, consoles, and mobile, with a focus on performance, stability, and feedback-driven iteration. I enjoy collaborating closely with other perfectionists to figure out what ticks the FUN gene in all of us!
Lets connect!
Developer: Bad Robot GamesÂ
Publisher: Sony Interactive Entertainment (SIE)
Platforms: PS5 | PC
Role: Senior Gameplay Engineer (Unreal Engine 5)
Can't talk too much about this, since it hasn't released yet. However, my work spanned the core features of the game, including accessibility, controls, camera, movement, weapons, items, and performance. I also joined super early during the prototype stage, and experienced the full development lifecycle.Â
Developer: Hi-Rez Studios
Platforms: iOS | Android
Role: Gameplay Programmer (Unreal Engine 4)
I joined this project with the mission to bring AI-controlled bots for the mobile audience. This encompassed defining their behavior using Unreal's behavior trees (for each hero ability and game mode), pathfinding, and setting up the backfill logic for when players quit mid-match or when there were just not enough players to fairly match with (this system was also utilized in Rogue Company). We also had to be cautious of our AI bot performance, even with dedicated servers.
Developer: Hi-Rez Studios
Platforms: PS5 | PS4 | Xbox Series X/S |Xbox One | Switch | PC
Role: Gameplay Programmer (Unreal Engine 4)
My biggest body of work was building and hardening Umbra’s kit: the remote-controlled spider, including end-to-end spawning, possession/re-possession flow, movement, camera, controls, and the crawler’s combat abilities (boost, jump, detonate) backed by full damage/health/death rules and UI hooks. For Umbra’s RC crawler, I had to refactor from UE4’s vehicle base to our custom Character-based hierarchy to leverage CharacterMovement replication/prediction and reuse core shooter systems (damage, aim assist, UI hooks, perks/mods), while avoiding physics-vehicle assumptions that didn’t fit our gameplay needs. This was a lot of work touching a 3+year old system and making sure everything worked just as it did before.Â
Beyond Umbra, I contributed to broader feature work: bot behavior and backfill logic improvements (work that started from Rogue Company Elite), game modes, such as Capture-the-Flag, and R&D experiments around weapon skin applications and match data for equipped skins.Â
Outside of gameplay, I also was part of the narrative team that was planning the lore for the Rogue Company universe. We aimed to reveal that story with each hero trailer.Â
I also voluntarily participated in game jams, where I pitched several prototypes, which you can learn more about here... fun times :)
Thrid-person, online, PvEvP, extraction shooter
Developer: Hi-Rez Studios
Platform: PC
Role: Gameplay Programmer (Unreal Engine 4)
I joined early into the project, but left Hi-Rez shortly after. During my time, I implemented movement mechanics, such as Double Jump and the Blink Gun, a traversal combat tool similar to the Translocator from Unreal Tournament.Â
Thrid-person, online, co-op, rogue-like shooter
Developer: Hi-Rez Studios
Platform: PC
Role: Gameplay Programmer (Unreal Engine 4)
Also joined in the early stages of this project. I helped prototype and implement core roguelike shooter building blocks: an arsenal of powerful gadgets (Bubble Shield - prevented enemies from entering and blocked projectiles, Stasis Field - slowed down fast moving enemies, Healing Field - healed nearby players), a Gravity Lift (similar to Halo 3), door systems, and an Extraction Drone that allowed players to escape with all their loot.
I also worked on progression-facing systems like the weapon upgrade paths (including early elemental upgrades, such as Incendiary ammo that burned targets over time and Electric ammo that shocked nearby enemies leaving them immobile), respawn cash rules, and structuring temporary perks into style choices that changed the game drastically as you progressed.Â
Developer: Quadrilateral Games
Platforms: iOS | Android
Role: Solo Developer (Unity)
Initially what started as a learning project to learn Unity, I eventually found myself without a job during the height of the COVID-19 pandemic. At that moment, I went all in to create my own company, Quadrilateral Games, and release my first mobile game on my own within 4 months. A ton of sleepless nights, but eventually got to release out into the world. This game was heavily inspired by Alto's Adventure and my love for Sekiro (which was super fresh in my mind at the time). Even though it didn't sell gangbusters, it was a starting point in my game-dev journey!
As part of my work as a paid freelance Tester at Keywords Studios (formerly VMC Consulting Corp.), I tested the functionality of 6 AAA games, such as Halo 5: Guardians, Gears of War 4, Assassins Creed Unity, Watch Dogs 2, and Tom Clancy's The Division. I also participated in paid playtests on-site at Red Strom Entertainment to playtest Tom Clancy's Ghost Recon: Future Soldier and Far Cry 4. My work was mainly comprised of reporting bugs and providing design feedback after each test session. This was all during my time as a grad student at DePaul University, where I was earning my Masters in Software Engineering, with a concentration in real-time game systems.
Sage Shower (2013) - Lead a multidisciplinary team to develop a unique showering system for the handicap population, as part of the Engineering Entrepreneurial Program at NC State University.Â
Teaching Tool (2013) – A graphical user interface that assists students in understanding the Hodgkin-Huxley Membrane Model and the Core Conductor Model. Matlab
Pulse Rate Project (2012) – An embedded microcontroller application that measures the user’s resting and active heart rates according to their age and gender using an external hand-grip heart monitor. C
Reaction Time Project (2012) – An embedded microcontroller application that measures a user’s reaction speed, using a numeric keypad and LCD screen. Assembly
ECG Monitoring System (2012) – Designed and built a custom ECG monitoring system using various filters, amplifiers, and an Arduino microcontroller. Matlab, Arduino Language (C/C++)
Halo 3
Metal Gear Solid
Mass Effect
Killer Instinct
Sekiro
Final Fantasy VII
The Leftovers
Interstellar
Attack on Titan
Dune
Coldplay
LotR: The Return of the King