Portfolio

About me

Hi! I’m Max, a game programmer and technical designer, and have been making video games for the past 7 years. I am also a successful Minecraft creator, with over 60,000 followers and hundreds of thousands of downloads on my multiple texture and gameplay mods for the game, which have kept me fully self employed for the past 5 years.

I am to graduate this year from the University of Central Florida in Orlando, with a Bachelors in digital media, and a game design track.

Over the years I have had the opportunity to work on teams as large as 15, and hold positions such lead programmer, and systems administrator, releasing complete projects on the Google Play Store, and Steam.

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