
Game Programming & Technical Design portfolio


Crimson Hell
The Vanished Moths
Code Lead & System Admin [15 person team]
2023 – present (in progress)
Experience:

Code Lead
- Attended regular in-person and virtual leadership meetings
- Worked closely with our producer, creative director, and other department leads
- Managed other developers
- Wrote the project’s TDD and code / file conventions

System Admin
- Managed team and department GitHub repository and branches
- Managed merges and dealt with merge conflicts
- Provided GitHub instruction and troubleshooting for other developers

Inventory
- Designed and programmed inventory system with easily editable item bank
- Designed and programmed crafting system with easily editable recipe bank
- Designed and programmed in-world items pickups, with easy placement and customization for our level designers
- Designed and programmed inventory UI, with support for controller using a virtual cursor

Enemy AI
- Designed and programmed enemy patrol AI with cone of vision
- Designed and programmed enemy aggravation and combat AI
- Designed an intuitive system for enemy placement and patrol point manipulation for our level designers

Player camera / controls
- Designed and programmed 3rd person over-shoulder camera
- Designed and programmed player movement with keyboard / mouse & controller support

Player abilities
- Worked with other coders to design and program player abilities and upgrades
- Abilities include projectiles, X-Ray, invisibility, barrier placement, traps, bombs, lures, and more

Mystic Pet Haven
Flowers of Eden
Code Lead & System Admin [9 person team]
2023 – present (in progress)
Experience:

Code Lead
- Responsible for almost all of the code in the game
- Worked closely with designers and had a heavy hand in designing most mechanics

System Admin
- Managed team GitHub repository
- Provided GitHub instruction and troubleshooting for other developers

Management mechanics
- Designed and programmed pet hunger, cleanliness, and happiness stats and management
- Designed and programmed pet washing mini-game
- Designed and programmed pet feeding system

Real-time progress
- Designed and programmed real-time save and progress system for Tamagotchi-like gameplay

UI
- Designed and programmed almost all UI

Mobile
- Configured UI for use on mobile devices with different screen sizes
- Configured level layout for use on mobile devices with different screen sizes
- Tested builds as APKs on both emulators and mobile devices

CERÆBRU
Gas Lantern Games
Code Lead [6 person team]
2023
Experience:

Code Lead
- Responsible for most of the code in the game
- Worked closely with designers and had a heavy hand in designing most mechanics

Enemy AI
- Designed and programmed enemy patrol AI with cone of vision
- Designed and programmed enemy aggravation and combat AI
- Programmed scripted story events involving enemies

Player camera / controls
- Designed and programmed 3rd person over-shoulder camera with weapon aiming
- Designed and programmed 1st person camera for crawling through vents
- Designed and programmed player movement

Gunplay
- Designed and programmed 3rd person gunplay
- Designed and programmed multiple abilities including X-ray and invisibility

Sand.EXE
Solo Developer
2018-2019
Experience:

Enemies
- Designed and programmed enemy AI with increasing difficulty

Gunplay
- Designed and programmed top-down gunplay across 5 different weapon types with varying stats

Procedural Weapons
- Designed and programmed procedural weapon system across 5 different weapon types
- Weapons have procedurally generated level, rarity, weapon type, and various stats
- Weapons have randomly generated appearances

Procedural levels
- Designed and programmed procedurally generated environments, including enemy and supply placement

UI
- Designed and programmed all UI elements

Assets
- Created all game sprites and textures
- Created most sound effects


Temple Crawl
Solo Developer
2023
Experience:

Level Design
- Designed and drafted the level layout, focusing on parkour and visual storytelling
- Wrote the LDD

Level building
- Built environment using the landscape and foliage tools
- Constructed buildings with BSPs
- Populated space with static meshes

Level progression
- Designed and programmed a lock and key system
- Programmed a checkpoint system

UI
- Designed and programmed all UI