Accomplished software engineer with a proven track record of delivering production ready, gameplay and UI implementations across mobile, web, PC, and console platforms. Proficient in Unity and C#, training in C++, Java, and JS, with a deep understanding of game development pipelines and software engineering principles. Driven to embrace challenges and thrive in a collaborative team that fosters growth and shares a passion for their craft.
Published Games
Boddle
Project Summary
3D educational experience revolutionizing education for 250,000+ classrooms across the U.S., engaging 2+ million monthly active learners. Offering educators real-time insights into student progression. Available on Web, Android, and iOS.
As a Senior Unity Developer and founding member for 4 years, I played a keyrole, building a scalable game from 50,000 lifetime users to becoming one of the fastest-growing startups in 2024.
Date: December 2024
LoK: Rebirth
Project Summary
An action KOTOR-esque RPG being crafted by The Tribe, a group I joined as a Development Lead for 2 years. LoK first started in the early 2000’s as a flash game. I was responsible for creating our core game, editor tools, launcher, and documentation.
Along with managing our tech stack and technical contracting. I also engaged with the community of 17,000+ users on Discord and 1,200+ monthly Patreon subscribers.
Date: March 2021
Madden 20
Project Summary
EA Sports’ award-winning football game took center stage at E3, earning accolades for its multiplayer and gameplay innovations.
I worked on this project as a System’s Software Engineer Intern on the Player’s First team, focused primarily on supporting stability through tooling and automation. Used C#, C++, Perforce, and worked directly on internal dev-ops tools.
Date: August 2019
CRAZY MINIGOLF ARCADE
Project Summary
Development by Rabid Racoon Games
Publishing by Planet Entertainment
This vibrant Nintendo Switch game features over 100 courses across four immersive environments. I spearheaded the game’s transition to the Switch, implementing gyroscope and accelerometer functionality for realistic, dynamic golf swings.
Date: October 2019
JUNIOR LEAGUE SPORTS
Project Summary
Development by Rabid Racoon Games
Publishing by Planet Entertainment
A fun-filled sports compilation for the Nintendo Switch, including basketball, hockey, and soccer. I refined user experience, implemented UI functionality, and ensured seamless in-game mechanics for up to 2 players.
Date: September 2019
CAVE BRAWLERS
Project Summary
2D pixel action adventure game following a knight of a kingdom tasked with rescuing villagers from Cave Dwellers after a siege. A comedic story based game, originating from a game jam.
Boasting a whopping 9,000+ retail activations. Cave Brawlers is currently available on Steam and integrated with the SteamWorks API, providing achievements and cloud-save functionality.
You can find more information on the game on the Website
Published: Feburary 2018
Sold Rights: November 2022
Fraction Chef
Project Summary
An educational math game for 5th graders made to teach Fraction Multiplication Patterns by becoming the head chef of their own restaurant.
This project was a contract project from Legends of Learning completed by Unlocked Studios, with subcontractors for assets.
Date: March 2020
Terra Nova
Project Summary
A real-time wave-based resource managing strategy game. Originally created for a 2 day game jam and continued on for 3 weeks for the SGDA Student Games Showcase.
Published to Game Jolt with API integration for storage, achievements, highscores, and accounts. Runs universally via WebGL for mobile on all browsers supported. Also includes Windows and Android builds.
Date: March 2021
NIGHT BEAR
Project Summary
2D side scroller shooter, puts you in the shoes of a teddy bear with the sole job of defending his child from the terrors of the night.
Leverages AWS Cognito for user data storage and Google Games.
Date: November 2017
Bird Sorters (WIP)
Project Summary
Hypercasual mobile game focusing on creating a monetizable game loop, with ads, subscriptions, and IAPs. Formed by a need I found after mentoring a group of college students during Fall/Spring 2024. During the summer they naturally were on the search for Internships so, I facilitated a real world game development experience.
Leverages Unity Services and plugins for native support.
Date: TBA (Early 2025 for Android)
Game Jams and Projects
PIRATE BATTLE ROYALE NETWORKING Demo
Project Summary
Basic networking backend for a pirate-themed battle royale game, developed over 3 months. The demo integrates Playfab with custom cloud scripts for a friends system.
Features a master server built in C# to manage matchmaking, party joining and leaving, online status, and tracking all game states from the server instances. With additional scalable party servers to maintain user groups of up to 4 players, facilitating in-party voice and text communication during matchmaking and gameplay. The realtime logic runs on a UNET Unity server hosted on custom servers. These ensure a smooth game operation while maintaining low overhead for a easily maintainable backend.
Date: March 2018
CPP Engine | Game Engine
Project Summary
A C++ framework game engine created to help learn C++ fundamentals and concepts. This engine was created over a month as a flappy bird game to get more familiar with the language prior to interning at EA Sports. Built to mock Unity’s component and game object based systems.
Date: May 2019
The Last Roll | GAME JAM
Project Summary
3rd Person Shooter, play as a hazmat agent in a grocery store during the pandemic, turned zombie uprising. Protect the last shipment of toilet paper before its too late. Use the conveniently placed power ups from cash you pick up from the dead. Unlock the vault… if you dare!
Created for the Orange County Game Jam I hosted during the start of the pandemic during my role as Unity University Ambassador. All games received feedback from our ambassador community. Featured pizza deliveries and final prizes including licenses, assets, to cash.
- Unity
- Filebase
Date: April 2020
MISU Home | Capstone Project
Project Summary
Mi casa es su casa – Share your IoT household items with granular, detailed, control over permissions to share on a weekly schedule. Featuring an Activity Log to monitor activity. All providing a straightforward way to share your front door lock, or any item compatible with Web Things, with your Nanny, family, or others.
Sponsored by Mozilla as my senior project for my CS degree at UCF. Delivered an app to be iterated on for a further graduate research study by faculty lead.
- React Native with Expo
- AWS
Date: May 2021
We Live in a Society | GAME JAM
Project Summary
2D Pixel story game taking you through the life of an office worker who faces the monotonous cycle of daily life and many hardships that ultimately lead to a tragic end.
This is a game I made in 48 hours by my self for Ludum Dare Compo. In the compo, you are only allowed to work alone, all assets must be made by you and within the 48 hours. The theme for the jam was, ‘Your life is currency’.
- Unity
- Photoshop
Date: April 2019
Grim Nightmare | GAME JAM
Project Summary
Play as cowboy trick or treating who encounters a haunted house when knocking on a fated house. The entire game is one boss fight with the Grim Reaper.
Created for the 48 hour 2020 Spooky Game Jam hosted by Game Dev Knights at University of Central Florida.
- Unity
- Photoshop & Maya
Date: October 2020
Project Summary
A player versus player online turn-based AR tower defense prototype. Play as either the Attacker or Defender to send waves of enemies to your opponent while they strategically use their abilities to defend themselves. Use arrows or meteor showers to defend your castle until reinforcements arrive.
Created for Knight Hacks 2019 Hackathon.
Date: March 2019
CITIZEN WILD-LIFE REPORTER | Hackathon
Project Summary
App providing an interface for users to report animal injuries and pollution, from their phone with a description and image. The location of the user is used to dop a pin for all users connected to the app. Responders can then mark reports as resolved upon inspection for preservation and city management.
The app was created for the 2018 HackTheIRL Hackathon in Melbourne, Florida.
- Unity
- Mapbox
- ASP.NET for the RESTful API
- Azure (Blobs/Storage Tools
- Storage tools
- Azure Database
- Azure Web App
Date: November 2018
PROTEST | Competition
Project Summary
An app for mobile devices that allows organizations and individuals to organize protests. Users can contribute and check into protests that are happening or are upcoming in their community.
Features a RESTful API for the backend and leverages Microsoft Azure,
Protest also uses One Signal for push notifications and Google Maps API to facilitate location address searching.
This app was created for the 2016 Microsoft Imagine Cup Challenge.
Date: January 2017
THE CONTINGENCY | GAME JAM
Project Summary
During a space simulation the lead astronaut has gotten knocked out! It’s up to three interns on their phones to make sure the mission simulation goes as planned. As you make mistakes your bosses and those in charge take notice and cut your funding! Complete all the tasks required to land your rocket and you will be able to continue the space program.
The Contingency includes a complete realtime networking solution created in C# using Sockets and TCP communication. I created the networking backend and implemented it in-game. With the help of other programmers on the team we were able to completely finish the bulk of the code during the jam.
Three users are required to play the game. (Android only).
Date: October 2018
Backpaca | Game Jam
Project Summary
Story adventure game taking place in the mountains of Peru, a baby alpaca who must defeat an evil wizard who has poisoned it’s mom after being rejected by her over text.
This was created for the GameDevKnights Summer 2019 Game Jam.
- Unity
- Photoshop
- Maya
Date: July 2019
SPACE GAME | personal
Project Summary
Simple mobile game where you have to use your quick swiping powers to destroy asteroids with the correct colored missiles.
Leverages the power of Microsoft’s PlayFab services to store user data in the cloud linked by their Google Games account, allowing them to play across multiple devices.
Date: August 2018
S-ENGINE | Game Engine
Project Summary
Java framework game engine that I created with a simple Mario prototype game to get familiar with the internals of engine development.
- Object manager
- Sprite animator
- Physics and collision engine
- Level manager
- Ready for UI implementation
Date: August 2016
Tools
fILEbASE
Project Summary
Unity Editor Extension that integrate’s gamedev:hq’s asset store into Unity, allowing subscribers to download and manage their Filebase assets all from one place. Provides a remote interface for control over advertising and marketing.
The extension is nearly a remake of Unity’s actual asset store. You can login to your gamedev:hq account, query and filter through assets, explore a curated front page, download and update assets directly inside of unity. Features a self managed update system the plugin directly inside unity.
This project was a contract project completed by Unlocked Studios.
Date: August 2019
Triton
Project Summary
Unity Editor Extension created for LoK:Rebirth to drive conversations. Designed after Witcher 2’s dialogue editor, featuring a node base visual editor, with visual scripting support through Bolt.
- Empowers designers through visual scripting for events and condition checks.
- Allows for dialogue branching based on conditions through visual scripting support..
- Customizes text dynamically utilizing tags, with programmable and scriptable extenability
This tool is not publicly available.
Date: March 2021
Content Editor
Project Summary
Unity Editor Extension created for LoK:Rebirth to standardize level structure in a game designed to have 50+ levels, consisting of multiple scenes for a single level. Designers also needed structure for developing a game with various gameplay elements.
- Works seamlessly with the game database to provide a pipeline for level configuration.
- Allows designers to view and implement gameplay systems prepared by developers.
- Manages lighting, art (sprites, particles, materials), cutscenes, audio, spawnpoints, entrances/exits, etc.
This tool is not publicly available.
Date: March 2021
S-Notes
Project Summary
Simple extension for maintaining notes inside Unity. Separate notes based on custom categories for example programming, art, audio, etc. You can also reward yourself for doing your work. When you check off work you finished, you get rewarded the points then in the shop you can redeem rewards.
Allows importing from Trello using their public API
Date: November 2015
S-Layers
Project Summary
Unity Editor Extension aimed at recreating Maya’s layer system to provide in depth scene organization and utility.
Provides toggles for Selectability and Visibility. With in-depth category system for layer organization. Allows for extra functionality to customize attributes on objects in a layer for static/dynamic assignments and shadow casting. All code is organized and documented for easy extendability.
Date: April 2015
S-Data
Project Summary
Winforms program for reading a text file with a custom format and place it into an excel-like data grid. This was used to keep track of translation mappings, character/enemy data, and user configurations in Cave Brawlers.
Date: February 2016