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June 2023 - January 2024
Unity/C# Developer
Fatal Fox Studios
Remote , USA
I shipped a werewolf themed co-op boomer shooter called ‘Dreadmoon’. with over 125,000 installs. Programmed in conjunction with Unity and Photon Fusion to deliver fast, reliable, networked gameplay. Created a custom save, load, and continue system, to allow players to play from anywhere. Used an event based codebase to trigger events and give players a fluid more natural experience. Currently working on a new unannounced multiplayer horror game in Unreal Engine 4.27 in C++.
March 2024 - Present
Gameplay Engineer
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September 2023 - March 2024
Unreal Programmer
Third Pie Studios
New York, USA
I integrated interactive buildings, non-playable characters, and world events seamlessly by utilizing abstraction. Additionally, I designed and implemented several systems to enhance gameplay, including farming, aging mechanics, and in-game event triggers. A comprehensive quest and event system was developed with a focus on designer usability and scalability. Furthermore, I revamped a legacy codebase to create a more designer-friendly system while optimizing RAM usage. Notably, I introduced a new architecture that significantly boosted the frame rate by over 10 FPS.
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June 2023 - January 2024
Unity/C# Developer
Flagon Entertainment
California , USA
I spearheaded the development of a 3D/2D Unity mobile multiplayer game integrating real-time geo-location and Mapbox functionalities. Using PlayerIO and Unity, I reconstructed player positioning on the server to prevent cheating and optimize gameplay flow. Additionally, I implemented in-game AI with advanced capabilities including pathfinding, goal planning, and behavior modeling. Moreover, I innovated by introducing dynamic power-ups that enhanced combat dynamics, providing players with diverse interactive choices that reshaped the gameplay experience.
June 2023 - January 2024
Unity/C# Developer
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2022 January - 2022 August
UI/UX Applications Engineer Co-op
Opex Corporation
New Jersey, USA
I specialized in crafting tools for robot controls, HUDs, and networking functionalities, leveraging Unreal Engine's Slate system to create custom, low-level UI components with C++. Additionally, I provided guidance by conducting "code reviews" for newly developed tools to enhance comprehension among team members. Furthermore, I assisted technical writers in grasping the system intricacies, aiding them in effectively communicating new features to users.