Highly passionate and accomplished engineer with a proven history of delivering top-tier gameplay and UI implementations across mobile, PC, and console platforms. Proficient in Unity and C#, with additional expertise in Java and C++, and a deep understanding of game development pipelines and software engineering principles. Driven to embrace new challenges and collaborate with an experienced team who shares the burning passion for the craft of games.

Published Games

Boddle

Project Summary

A magical 3D educational experience empowering 250,000+ classrooms across the U.S., engaging 2+ million monthly active learners. Boddle revolutionizes learning with healthy screen-time, offering educators real-time insights into student progression. Available on Web, Android, and iOS.

As a Senior Unity Developer and founding member, I contributed for nearly 4 years, building a scalable game from 50,000 lifetime users to becoming one of the fastest-growing startups in 2024.

LoK: Rebirth

Project Summary

An action KOTOR-esque RPG being crafted by The Tribe. a group I joined as a Development Lead for nearly 2 years. The game 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 via to our 17,000+ users on a Discord server 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 during development and automation. Used C#, C++, Perforce, and other internal tools.

Date: August, 2019

CRAZY MINIGOLF ARCADE

Project Summary

Development by Rabid Racoon Games
Publishing by Planet Entertainment
Platform: Nintendo Switch

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
Platform: Nintendo Switch

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.

Cave Brawlers is currently available on Steam and integrated with the SteamWorks API for achievements and cloud-save.

Over 8,000 retail activations.

You can find more information on the game on the Website

Published: Feburary 2018
Sold: September 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, of which I am co-founder of. All assets were created from scratch by Unlocked Studios.

Date: March 2020

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Terra Nova

Project Summary

Terra Nova is 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 onto Game Jolt with full API integration including data storage, achievements, highscores, and accounts.

The game runs universally via WebGL for mobile on all browsers supported. Also includes Windows and Android builds.   

Date: March, 2021

NIGHT BEAR

Project Summary

Night Bear is a 2D game that puts you in the shoes of a teddy bear with the one job of defending his child from the monsters of the night.

Leverages AWS Cognito for user data storage and Google Games.

Date: November 2017

Game Jams and Projects

PIRATE BATTLE ROYALE NETWORKING CONCEPT

Project Summary

Over three months, while working full-time, I developed the networking system for a pirate-themed battle royale game. The demo integrates Playfab with custom cloud scripts for a friends system. I built a master server from scratch to manage matchmaking, party joining and leaving, online status, and tracking all game states from the server instances.

Additionally, I created a party server capable of hosting multiple parties of up to 4 players, facilitating in-party voice and text communication during matchmaking and gameplay. The in-game logic runs on a UNET Unity server hosted on custom servers, ensuring smooth game operations. The ‘demo’ was completed in March 2018.

CPP Engine (WIP) | Game Engine

Project Summary

CPP-Engine is a C++ framework game engine that I 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 C++. 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

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

CITIZEN WILD-LIFE REPORTER | Hackathon

Project Summary

App allowing users to report animal injuries and pollution from their phone with a description and image. Once a report is created, 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

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 take 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

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.

I created a RESTful API for the backend and leverage Microsoft Azure services including,

  • Web Services
  • Storage Services
  • SQL Servers and Databases
  • Recovery Service Vault

Protest also uses One Signal for push notifications and Google Maps API to get precise location services and location searching services. 

This app was created for the 2016 Microsoft Imagine Cup Challenge.

Date: January 2017

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

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

View Source code

Date: August 2016

Tools

Triton

Project Summary

Unity Editor Extension created for LoK:Rebirth to drive conversations. Designed after Witcher 2’s dialogue editor. 

  • Allows for dialogue branching based on conditions, supporting logic to hide options and even go to an alternate node if the condition is not met.
  • Empowers designers by utilizing Bolt’s visual coding for events and condition checks for options. Events supported include, On Enter, On Start, On End, On Next, and custom events defined in-line through text tags.
  • Customizes text dynamically utilizing tags such as [Playername], [Furcolor], [Event1].
  • Allows for Live-Editing in real-time, view and save your changes as the game plays.
  • Great user experience, such as… Hotkeys to navigate the menu, a history of graphs visited, barebones mode for superior performance in large trees, lists of all nodes in a dialogue, graph history caching, and more.    

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 in conjunction with our Database to provide a standard for levels and allows for options to override standard values.
  • Allows designers to view and implement gameplay systems prepared by developers. 
  • Manages 2D lighting, art (sprites, particles, materials), cutscenes, audio, spawnpoints, entrances/exits to levels, and more!    

This tool is not publicly available.

Date: March, 2021

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Project Summary

Unity Editor Extension that integrate’s GameDevHQ’s asset store into Unity. Pro GameDevHQ members are able to download and manage their assets all from one place. 

The asset is nearly a remake of Unity’s actual asset store. You can login to your GameDevHQ site, search for assets based on their name/tags/categories, explore the front page for popular and new assets, download assets directly inside of unity, update already downloaded assets, update the plugin directly inside unity, and allow for GameDevHQ to use this portal for additional advertising and user engagement.

This project was a contract project from GameDevHQ completed by Unlocked Studios, of which I am co-founder of.

Date: August, 2019

S-Data

Project Summary

Winforms program I made which will read a text file with my format and put it into a data grid which can be edited and saved after or can be used to create brand new data straight from the application. This can be used to keep track of translations, information, and more

Date: February 2016

S-Notes

Project Summary

This is a simple way to add notes and keep them inside Unity. There is a category system so you can separate programming, art and music notes. 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.

Date: November 2015

S-Layers

Project Summary

With S-Layers you can effortlessly and quickly organize your scene for ease of use. With this editor tool you can easily create an unlimited number of layers that also change for every scene.

With those layers you can toggle the visibility of the objects in a layer and the select ability so you won’t be able to select an object in the hierarchy or when you highlight in the scene. You can also add color codes to each layer and with each layer you can add/remove objects to each layer, clear a layer, rename a layer, move layers up/down and delete a layer. Not only that but it has the function to make every object in an individual layer static and set whether or not the objects cast/receive shadows.

Aims to recreate Maya’s Layer System into Unity.

Date: April 2015