Portfolio and Projects

Current Project:

OPERATION P.L.U.S.H. (2026)

A 1-4 player Co-op Top-Down Hack-and-Slash Tower Defender game where you and your friends defend a nightlight from incoming horde of nightmares

Contribution:

  1. Online Multiplayer Engineer: Architected a robust online lobby system and managed complex UI replication to ensure a synchronized experience across clients.

  2. Networking & State Management: Engineered core replication logic for Game Mode, Game State, and Player State, optimizing data transmission and network stability.

  3. UI Systems Architecture: Developed a scalable UI framework, overseeing the design and implementation of both the Main Menu and real-time combat interfaces.

Platforms: Steam / PC

Engine: UE5, GAS, Perforce

PORTFOLIO

  • OPERATION P.L.U.S.H.

    Lead Combat Engineer and Designer

    Online Multiplayer Engineer: Architected a robust online lobby system and managed complex UI replication to ensure a synchronized experience across clients.

    Networking & State Management: Engineered core replication logic for Game Mode, Game State, and Player State, optimizing data transmission and network stability.

    UI Systems Architecture: Developed a scalable UI framework, overseeing the design and implementation of both the Main Menu and real-time combat interfaces.

    (Unreal Engine 5)

  • Star Ranger

    Lead Gameplay Engineer and Designer, VFX Artist

    Created the gameplay system to make, modify, and test different attacks in a combo.

    Setup and maintain the C++ code used by our gameplay ability system that is used in our attack system.

    Designed and implemented the various attacks such as the Pull Back Lasso, the Ultimate Attack: Big Bang, the light and heavy attack combos, and the Parry System.

    Created a smart AI for enemies to ensure the player doesn’t feel swarmed with attacks.

    (Unreal Engine 5)

  • A promotional poster for the movie 'Pony Express' featuring a dark brown, angry-looking horse with white teeth and wide eyes, with flying letters and a blue sky with clouds in the background.

    Pony Express

    Lead Gameplay Programmer

    Designed and programmed every rideable mount in game along with their unique ability

    Implemented a complex AI system to act as enemies and obstacles.

    Created a system to utilize dynamic cameras for interaction cutscenes.

    (Unreal Engine 5)

  • Colorful graffiti-style artwork with the word "Transa" in multicolored letters above a large bubble letter spelling "Panda" with a panda face inside the letter "A."  The background features rainbow-colored streaks and various small illustrations, including a banana, a fishbone, a bottle, a ring, and a banana peel.

    Trash Pandamonium

    Lead Combat Engineer and Designer

    Created the systems for player hit detection and damage calculations as well as how the player deals and receives damage from the various items and hazards across levels

    Designed and implemented the throwing system and the thrown items which includes throwing of scrap and bombs.

    Constructed the Combo system for attacking, working and coordinated closely with the animation and VFX team to produce strong combat feel.

    (Unreal Engine 5)

  • Title screen of a pixel art arcade survival puzzle game called 'Diving 01' featuring an ocean theme with coral, sea creatures, and a character dressed as a deep-sea diver.

    Doug Out

    Designer and Lead Gameplay Engineer

    Designed and outlined the gameplay features, art style, and tone for the game.

    Implemented and programmed core gameplay features for the game such as the enemies, the movement controls, and UI integration.

    Created intelligent AI for enemy movement and behaviors.

    Lead a group of six developers in an independent arcade game.

    (Unity)

  • Digital drawing of a storefront named "Checked Out" with a green awning featuring coffee and food items like coffee cups and pastries, two large windows with silhouettes of animals, and two green signs reading "Apply Now" and "Credits".

    Checked Out

    Lead Designer and Gameplay Engineer

    Designed, mapped out and implemented the core gameplay features such as the spawning customers, the 3 types of food and drinks available, as well as the timers and reward systems.

    Planned scheduled meetings and deadlines for various assets and systems to be made and made a detailed plan as to when each milestone is to be expected.

    Made UI elements for systems as well as finished art for the store background, the changing time of day, the title screen, the 4 customers and the 3 food and drink types with their respective machines and 1 add-on.

    (Gamemaker)

  • Logo with the words 'TRI AND BLACK' in bold black font, featuring symbols of a washing machine and a washing symbol within the text, and a line of pink text reading 'By: Team Shapeland' at the bottom.

    Tri and Blok

    Lead Gameplay Engineer

    Created a turn-based combat system featuring timed attacks, dynamic animations, intuitive UI, and seamless controller support for an immersive battle experience.

    Developed a robust UI system for seamless integration with dynamic combat, prioritizing user experience and functionality to enhance gameplay

    Constructed cutting-edge AI that fuels enemies' attacks.

    Crafted character animation blueprints for immersive gameplay experiences.

    (Unreal Engine 4)

  • A maze puzzle with colored blocks and arrows, featuring green, red, blue, yellow, and black sections, and a diamond icon in the green area.

    Heist Night

    Lead Designer

    Constructed the core gameplay loop of building out the bank and the rules centered around all the 6 different room types and hazards and the 3 different characters and multiple items and events.

    Scheduled private play sessions in order to gather feedback on gameplay and design decisions.

    Created the art for the 33 different cards that make up the game board which includes the character cards, the room cards, and the item and event cards.