Gameplay Engineer and
Narrative Designer

Introduction

Nice to meet you! I am a video game developer with a mission to explore the vast potential of interactive computer simulation as it pertains to entertainment media and storytelling.
My early creative background in filmmaking and a decade of computer programming experience coalesced into an ambition to capture imagination through tangible experience.


C++

C#

Unity Engine

Unreal Engine

Visual Studio

Perforce

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Featured Exhibit

Portfolio Highlights

View Résumé

Eidolon: Fate of Fools
AI Programmer | Creative Director
(Unreal Engine 5; Team of 8)

A mystical arena shooter with a card game twist in which astral combatants use abilities inspired by Major Arcana tarot cards.

Architected player-like AI behaviors to create variety in gameplay. Fluid movement is enabled through Behavior Trees and the Environment Query System, and AI agents utilize every combat feature by interacting with the Gameplay Ability System.

More details on my experience with this project.




Cats & Critters: A Dungeon Claw-er
Technical Lead | AI Programmer
(Unity Engine; Team of 9)

A whimsical "co-op-petitive" dungeon claw-er where a party of adorable cat wizards explore an ever-changing island of discovery.

Implemented utility-based AI reasoning and navigation in a procedurally-generated world with a varying number of players.
Conducted weekly build reviews and technical production meetings to maintain project momentum: eventually shipping to Steam.

More details on my experience with this project.




3D AI Navigation Demo with Marching Cube Terrain
Algorithm Programmer
(Unity Engine; Team of 3)

This tech demo includes a world with terrain that can be created and destroyed in real-time. This is done by editing values in a 3D voxel grid and generating a mesh using the marching cubes algorithm.

Implemented an AI agent that uses a 3D A* pathfinding algorithm to traverse this dynamic terrain. This agent finds optimal paths including through tunnels and across bridges!

Link to project reflection write-up.




Inline: Out of Time
Technical Lead | Systems Programmer
(Custom C++ Engine; Team of 12)

An adrenaline-fueled 2D platformer set in a retro-futuristic city.

Authored a custom physics engine, implemented collision detection, and developed tools and standards for the level asset pipeline.

Hosted public playtests at Geek Xtravaganza and implemented Steamworks API features to prepare for the Steam release.

More details on my experience with this project.




Nowhere to Grow
Physics Programmer | Level Designer
(Custom C Engine; Team of 6)

A physics-based puzzle platformer about a sentimental onion who solves puzzles by crying on plants to grow them.

Engineered core engine systems such as physics simulation, collision detection, and object management. Organized and implemented the player's animation state machine and developed puzzle mechanics such as growable plants, wind blowers, and physics objects.

More details on my experience with this project.

Game Jams & More


Terror Vision
Gameplay Programmer | Level Designer
SCREAM SECRETS Game Jam: August 2024 (Unity Engine; Team of 3)

A bone-chilling, channel-surfing horror game in which key collectables are scattered between three haunted environments.

Brainstormed, designed, and whiteboxed three unique levels each with their own thematic identities and perilous threats.

Implemented first-person movement controls, core gameplay mechanics including win and lose states, and enemy behaviors.

Rated #6 for Horror and #9 for Best Game in the game jam on Itch.




F.I.S.H. - Fernando's Italian Slice House
Gameplay Programmer | Level Designer
GMTK Game Jam: July 2023 (Unity Engine; Team of 3)

A quirky "QWOP-like" game about a fish's dire quest to escape the chopping block. Delivered humorously floppy fish controls and engaging level design in under 24 hours for a game jam.

Developed fishy movement physics by programming spring joints and impulse forces. Managed scope, feature implementation, and creation of original assets to create a playable product in a single day.

More details on my experience with this project.




K.O. O.S.
Systems Programmer | Level Designer
(Custom C Engine; Team of 3)

A fast-paced 2D platform fighter where customization is key: players combine unique abilities and playstyles with a point-buy system.

Engineered many systems in a low-level framework, including: character customization, collision detection, animation state machines, combat mechanics, and level mechanics.

More details on my experience with this project.

Portfolio Highlights

View Résumé

Eidolon: Fate of Fools
Creative Director | AI Programmer
(Unreal Engine 5; Team of 8)

A mystical arena shooter with a card game twist in which astral combatants use abilities inspired by Major Arcana tarot cards.

Integrated traditional tarot symbolism alongside evocative card-shooter mechanics to design and playtest over 20 mystical abilities.
Managed design documentation and facilitated vision meetings to guide level designers and artists towards cohesive results.

More details on my experience with this project.




SAROS
Narrative Designer
(Unreal Engine 5; Team of 14)

A character-driven co-op puzzle platformer game which follows a human boy and a celestial girl through an interplanetary journey.

Authored design documentation including a story bible which details characters, worlds, and key items. View an abridged version here.
Collaborated during storyboarding to amplify the impact of key narrative beats, and partnered with a UI artist to design UI elements and document state transitions with gamestate flowcharts.




Inline: Out of Time
Technical Lead | Systems Programmer
(Custom C++ Engine; Team of 12)

High-octane, low-wage action is rewarded through witty achievements in this retro-futuristic rollerskating delivery game. In addition, I wrote and performed songs on the game's soundtrack to bring the world to life through rhythmic rhetoric. All achievements.

Hosted public playtests at Geek Xtravaganza and implemented Steamworks API features to prepare for the Steam release.

More details on my experience with this project.




Cats & Critters: A Dungeon Claw-er
Technical Lead | AI Programmer
(Unity Engine; Team of 9)

A whimsical "co-op-petitive" dungeon claw-er where a party of adorable cat wizards explore an ever-changing island of discovery.

Full of paw-ful puns and other magical mischief, the loading screen spell descriptions in Cats & Critters are nothing to cough hairballs at! More examples. I also assisted in facilitating multiplayer playtesting with groups of all ages, eventually shipping to Steam.

More details on my experience with this project.

Game Jams & More


Nowhere to Grow
Level Designer | Physics Programmer
(Custom C Engine; Team of 6)

A physics-based puzzle platformer about a sentimental onion who solves puzzles by crying on plants to grow them.

Introduced the main narrative arc and game mechanics revolving around a lonely onion who cries on plants to solve puzzles as he travels in pursuit of finding new light in life. Developed puzzles utilizing vines, bouncy mushrooms, rain clouds, and more.

More details on my experience with this project.




The Chartide Cases
Narrative Designer | Systems Programmer
8 Bits to Infinity Text-Only Jam: December 2019 (Godot Engine; Solo)

A detective game that blends the art of interrogation with clue analysis in a fantasy world where humor, fantasy, and mystery intersect. Developed a custom visual scripting tool to manage hundreds of dialogue assets and branching progression.

Selected in 1st Place for the Community Choice Award.

More details on my experience with this project.




Terror Vision
Level Designer | Gameplay Programmer
SCREAM SECRETS Game Jam: August 2024 (Unity Engine; Team of 3)

A bone-chilling, channel-surfing horror game in which key collectables are scattered between three haunted environments.

Brainstormed, designed, and whiteboxed three unique levels each with their own thematic identities and perilous threats. Worked alongside an artist to "channel" iconic horror films through these worlds, including influence from The Thing and Re-Animator.

Rated #6 for Horror and #9 for Best Game in the game jam on Itch.




K.O. O.S.
Level Designer | Systems Programmer
(Custom C Engine; Team of 3)

A fast-paced 2D platform fighter where customization is key: fighters gain unique abilities and playstyles with a creative point-buy system.

Designed a variety of computer-themed abilities, blending humor and interactivity with attacks such as "Data Stream" and "Spam Mail." Created stages with names derived from the desktop metaphor.

More details on my experience with this project.