Tools & Gameplay Programmer
Created a custom in-editor city level creation tool for Unreal Engine 5 that can be used for placing props, roads, and buildings directly in the viewport
Implemented ghost preview and placement validation for intuitive editing
Created multiple modes on an Editor Utility Widget to handle different object types and provide grid sizing and rotation controls
Wrote custom viewport raycasting logic to support precise, grid-based placement
Built a dynamic snow accumulation system in Unreal Engine 5 that builds up on terrain and meshes over time
Implemented material-based snow blending using masking and World Position Offset
Exposed adjustable parameters for controlling intensity and accumulation
Built a system in Unreal Engine 5 that creates room layouts at runtime and ensures valid paths between all rooms
Used graph-based logic to guarantee all rooms can be reached and that none overlap
Implemented subtypes of rooms that only spawn when certain graph constraints are met
General/Audio Programmer, Atomic Game Labs
Worked on a team of 40+ developers to build a 3D fantasy rogue-like FPS using Unreal Blueprints
Built the player statistics tracking system and created an end-of-run recap screen
Handled unlock logic for Steam achievements
Implemented core gameplay systems including player health and experience systems for progression
Created a radar system on the HUD that continuously tracks enemies and bosses in real time
General Programmer, Slow Drip Studios
Collaborated with a team of 40+ developers to create a 3D psychological horror experience
Created an easily expandable framework for interactable objects
Structured interactables to use Data Assets, making it so designers can easily tweak behavior
Developed a drawer-based puzzle system driven entirely by Data Assets
Implemented time-based post-processing effects for player "pass out" sequences
Solo Developer
Created a color-based puzzle game in Unity where the player changes their color to interact with objects and map zones
Implemented color state system, including player color swapping and interaction validation
Designed levels around constraint-based puzzles
Kept gameplay systems modular so new colors, objects, or zones could be added easily
I am a programmer who focuses in tool design and gameplay programming. Experience-wise, I have worked in Unreal Engine 5 on multiple collaborative projects utilizing C++ and Blueprints, as well as in Unity Engine on both 2D and 3D game projects. I am proficient in the C#, C++, and Java programming languages and am currently expanding my skills in computer graphics.
Highly adaptable and eager to learn, I am excited to apply my technical skills in an engaging, innovative setting.