Gameplay Programmer at Rekindled (2026-05 – 2026-08)
An action game about combining elemental spells, shipped on Steam. VFS final project | Unity 6 HDRP, C# | Team of six
- Spell framework: architected the shared foundation behind all six player spells with an abstract base class covering five lifecycle stages, ground detection, and obstacle clamping, Making every new spell ship on one tested core.
- Combo system: implemented spell combination for element pairs through a commutative dictionary lookup fed by a ScriptableObject registry designers edit directly, giving full control of every combo at O(1) cost.
- Performance: removed physics allocations from the frame loop with reusable NonAlloc buffers and pooled projectiles and VFX, eliminating garbage collection spikes in heavy fights.
- Input across devices: broadcast input scheme changes to every UI prompt and rebind menu, with bindings saved as JSON, so players see the right Keyboard, Xbox, or PlayStation icons and keep their remaps.
- Enemy AI: designed the Flying enemy's signature behaviors: hiding behind Tank allies, retreating at low health, and a telegraphed charge and withdraw attack, making an enemy that fights as part of its squad.
- Steam integration: wired Steamworks.NET achievements to gameplay events through a messaging layer, enabling reliable unlocks in the shipped Steam build.
Gameplay Programmer at Swarm Boss Project (LDP) (2026-03 – 2026-04)
Individual project | Unreal Engine 5, C++
- Swarm AI: implemented a Boids flocking system in C++ driven by a state machine with four states (Idle, Rush, Regroup, Orbit), delivering a boss composed of coordinated units with distinct combat phases.
- Scale: structured updates as two passes per tick and rendered all units through a single UInstancedStaticMeshComponent, holding frame cost steady as unit counts grew.
Level Designer & Programmer at Monster Route (2025-01 – 2025-12)
A game about a garbage man chasing a promotion by collecting trash across a town of monsters. VFS team project | 2025
- Role change: took over level design mid production after the team lost its level designer, while still contributing gameplay code, keeping the project on schedule.
- Level design: laid out the monster town to balance trash routes against monster attacks and truck defense, keeping runs tense while rewarding a bigger haul.