Click on the titles or images to learn more about each game
3D fast-paced top-down action game inspired by the gameplay style of Diablo and set in the grimdark universe of Warhammer 40,000.
(Made with HawkEngine)
Controlled is a Rouge-Lite, FPS game made with Unreal Engine 4. The game is set on a Sci-fi near future apocalyptic world where AI controls both machines and population.
Sky Fox is a dropper game made with Unity, where your goal is to take our friend Roxy to the end of a level full of obstacles. The more distance you fall, the more points you get.
Engine/Gameplay Programmer
- Resource Manager
- Draw using Modern OpenGL
- Gameplay
- Model Importer
- Build Mode & Profiling
Gameplay Programmer
- Player mechanics
- Weapon system
- Inventory system
- Upgrade system
Gameplay Programmer
- Player Mechanics
- Upgrade system
- Save and Load
Fishy Feast is a game made with Unreal Engine where you play as a fish that has to evolve eating smaller preys, while avoiding enemy fishes. Get big enough and eat your predators too! Catch as many fish as you can!
Mini Ninja is a platform game made with SDL where the character must go through caves, fight fierce enemies, and defeat a powerful multi-phase boss to complete their trial. Can you reach the end?
Gameplay Programmer
- Player Mechanics
- Enemy System
- Progression System
Engine/Gameplay Programmer
- Gameplay
- Debug Tools
- Pathfinding
HawkEngine is a custom 3D game engine developed by a team of four programmers as part of our university coursework.
It features a full editor with Scene and Game views, a Hierarchy panel, Inspector, Console, and a Library to browse project assets and folders. The engine includes a component-based architecture with custom scripting, a UI system with tweening, audio support, and a robust resource manager. It supports Physically-Based Rendering (PBR), dynamic lighting, and is focused on 3D game development.
I developed the game’s Resource Manager, handling texture and mesh loading efficiently through custom binary formats (.images and .meshs). I also implemented compression for these files to improve memory usage and loading times.
The system allows centralized resource access and ensures assets are loaded only once in memory.
I implemented the foundation of the UI system, introducing core components such as UICanvasComponent, UIImageComponent, UIButtonComponent
These UI elements scale dynamically based on the canvas resolution and support anchor-based transforms. Buttons and images are game objects with their own component structure.
I worked on the transition from Intermediate to Modern OpenGL, replacing legacy fixed-function pipeline elements with shaders and custom buffer handling.
I introduced abstractions for vertex buffers, index buffers, and basic shader management, forming the base of our forward renderer.
Implemented a dedicated Release Mode (build ready for public playtests or showcase events).
Integrated Optick for real-time performance profiling.
Helped identify and resolve memory spikes and rendering bottlenecks during playtests.