Skills

The engines, languages, and tools I use, and where I've used them.

Game development

Unreal Engine 5

My primary engine, used on a 30-person team project (Dragon Kisser) and across personal and coursework projects. Blueprints, C++, AI behavior trees, Animation Blueprints, Chaos physics, and motion capture integration.

Combat & game design

Designing player-focused systems and encounters, tuning attack timing and pacing, and iterating on mechanics through weekly playtesting.

Level design

Greyboxing and layout work in UE5, from concept to playable prototype, with a focus on wayfinding, sightlines, and pacing.

Prototyping

Building proof-of-concept systems quickly to test an idea before committing to full implementation.

Languages

C++

Gameplay systems and custom actor logic in Unreal.

C#

Unity projects and coursework, using object-oriented patterns common in game development.

GDScript

Personal projects in Godot.

Python

Scripting, automation, and coursework.

Also

Java and C from Computer Science coursework, including low-level memory management and systems concepts.

Tools & production

Houdini Engine & VEX

Built a procedural fracture tool that feeds art-directable destruction into Unreal's Chaos system.

Maya

Modeling, rigging, animation, and exporting assets into Unreal Engine.

Motion capture

Capturing and cleaning mocap data for use in game projects.

Production & team leadership

Producer on a 30-person team: weekly one-on-ones with each discipline, standups, pipeline management, and weekly playtests. Currently teaching game development remotely at Game-U.