
Somnia
What I did: Level design, enemy AI system, player movement, and combat system.

Major Major Mayhem
What I did: Led the programming team, created the Tetris-like collision system.
https://skyboygames.itch.io/major-major-mayhem

Discover Stafford
What I did: Implemented interactive movement and VFX for the quest system, created the quest story line for the player to follow.
https://www.spatial.io/s/Discover-Stafford-Museum-64a4cd04f9bd5d584cde2711?share=4655804828153491079
I use C# in Unity to develop core gameplay systems, including movement, combat, and backend logic. I focus on organized, clean code that ensures a smooth player experience.
I design and build worlds that give the player a clear understanding of the story through the environment. I always consider pacing and layout to make sure the level design supports the core game mechanic.
I create UI elements that communicate important gameplay information to the player. As well as different VFX around a level that can indicate interaction or danger. This includes health/stamina bars, map systems, and abilities.
I have experience with audio implementation and sound design. This includes different sound effects that increase the gameplay experience and background music for games.
I have experience creating 2D and 3D assets for Unity games. This allows me to integrate visuals into the core gameplay systems.
I use Photoshop for basic sprite editing to allow for better visuals.

I am a gameplay programmer specializing in building responsive and engaging player systems using Unity's game engine and C#. My main focus is on core gameplay mechanics, including combat systems, movement, UI, player and NPC interactions, and back end game logic that creates a smooth player experience.
I have developed and worked on multiple projects in my academic and professional time. This portfolio will highlight such games as "Somnia" and "Major Major Mayhem". As well as contracted projects I have worked on, "Discover Stafford".
I am particularly interested in gameplay programming roles where I can contribute to core game mechanics and systems that impact how a player experiences a game.
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