About Me

C++ programmer with a technical art edge.

I build gameplay systems, UI, shaders, and visual polish with an eye for how features feel in motion. I like working where code, design, and art overlap.

What I Do

I love to build, create, and solve problems.

I’m interested in seamless UI, cool shaders, responsive player systems, and the technical glue that helps multidisciplinary teams move faster.

Programming

Systems I like building

  • Gameplay mechanics, player abilities, and interaction systems
  • UI systems that connect cleanly with gameplay state
  • Enemy AI, behavior trees, perception, and combat support
  • Data-driven levels, save backends, and debugging-heavy engine work

Technical Art

Visual areas I enjoy

  • Lighting passes that support mood, readability, and art direction
  • HLSL shader experiments and real-time rendering foundations
  • VFX, sculpting, and asset presentation for portfolio-ready scenes
  • Cross-discipline communication between programmers, designers, and artists

Resume Highlights

Recent project strengths

Revenant: Through the Veil

Lead programmer and lighting artist on a 12-person team. Built player ability switching, enemy AI support, and lighting polish for an award-winning undergraduate showcase project.

Everent

Programmer on a larger team developing traversal systems including wind tunnels, rail grinding, and save-file progression for a sky-surfing game.

UI + Systems Work

Built custom UI and gameplay interactions across C++, C, and Unity projects, including grid-based tower/plant interactions, mobile touch gestures, and HUD systems.

Toolkit

Software, languages, and creative tools

A quick visual map of the stack I use across gameplay programming, engine work, UI, lighting, shaders, debugging, and team development.

Game Development

Engines + gameplay systems

Implementing player-facing mechanics, prototyping features, and building systems in Unreal and Unity.

Unreal Engine Unity Gameplay Programming

Programming

Languages I work with

Comfortable moving between C++ systems, C projects, Unity C#, Python tools, and engine scripting.

C++ C C# Python

Art + Technical Art

Lighting, shaders, and visuals

Lighting, HLSL shader practice, sculpting, asset presentation, and visual polish.

HLSL ZBrush Autodesk Maya

Workflow

Debugging + collaboration

Debugging C++/C# code, working with version control, organizing repositories, and communicating across disciplines.

Visual Studio Perforce GitHub