Shipped: They Will come
Personally brought on as a contractor to help stabilize systems and finish the game
Refactored systems into production ready quality so they can ship
Identified high-risk systems and proposed pragmatic solutions to finish everything within the timeline
Collaborated with QA to optimize performance for PC and Steam Deck
Diagnosed systemic performance issues and provided clear recommendations and fixes.
Gamepop Studios They Will ComeUE5 Project (June 2024 – August 2025)
Designed and implemented core gameplay systems:
Interaction, destruction, weapon firing, physics-based object interaction, in-game hints, dynamic music (MetaSounds), elevators, player traversal, audio architecture (soundclass, submix, submix control), and player input
Developed modular level systems, enabling designers to create complex logic without engineers
Established performance metrics and content pipelines to maintain efficiency and reduce tech debt.
TLM Internal UE5 Projects (Jan 2024 – June 2024)
Led a small cross-disciplinary team of engineers, artists, and designers on weapon customization system Gameplay Feature Plugin. Responsible for sprint planning, Jira ticketing, Confluence documentation, and daily stand-ups.
Data-driven, and built with Unreal’s Gameplay Ability System (GAS), enabling deep player-driven weapon behavior changes, using GAS to change weapon behavior based on customization.
Collaborated closely with designers on UX, internal demos, and feature scoping / reprioritization
Led an engineering team on a motorcycle gameplay prototype, implementing vehicle physics and a dynamic engine and wheel audio system using MetaSounds and Niagara.
Led an engineering team on a multiplayer obstacle-course prototype, implementing replicated moving obstacles and supporting level design for a Fall-Guys-style experience.
Shipped: Immortals of Aveum
Early team member, contributing to all phases of development from startup to shipping a new IP.
Created a modular system that connected level systems, allowing designers to develop quickly
Developed tools for level design, integrating animation, VFX, audio, and gameplay with modular systems.
Created an intelligent Chatter system for character voice cues reacting to the game world.
Prototyped multiple features, collaborating with designers before transitioning to full implementation.