I am a determined and optimistic Gameplay Programmer and Technical Designer with a passion for bridging the gap between design and code. My family describes me as stubborn; in the world of development, I call that persistence. Once I set my sights on a complex mechanic or a tricky bug, I don't stop until it’s perfected.

Though I am an early-career developer, I have built a diverse portfolio of prototypes across Unity and Unreal Engine (C#, C++, and Blueprints). I’ve even ventured under the hood to build a custom engine recreation of the Arcade Classing Donkey Kong using C++ and the SFML library to deepen my understanding of game architecture.

I thrive on making the best out of every technical challenge and am currently seeking opportunities to contribute to the games industry.

Latest Project: Luminara Park

Recently, I have joined a small team developing a First Person Horror Game in UE5. This is an unpaid position, volunteer work, but the project is so promising and has some interesting things I'd be working on so I was more than happy to join.


My first bits of work on this project - after hooking up the basic movement - has been in prototyping the main interaction system using a device the player carries around with them to access the park's systems. I wanted to push immersion and player interaction, so after the first prototype of the system, which involves your usual walk up and press the interact key, I prototyped two other versions which are much more involved.

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