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.