GAME DEV / SYSTEMS + PLAY

Make it
playable.

Game developer building responsive worlds, tactile mechanics and production-ready gameplay systems where every frame has a job.

LEVEL 04 / SHIPPED
PIXEL × PARALLAX
01 / About

Games with
gravity.

Good game feel comes from systems that react instantly and worlds that reward curiosity. I work across gameplay programming, tools and technical design.

From the first controller input to the final polish pass, I like turning rough mechanics into legible, juicy interactions. My workflow mixes rapid prototyping, profiling, playtesting and clean engineering so creative ideas survive production.

8+SHIPPED PROTOTYPES
4+YEARS BUILDING
12+GAME JAMS
60+PLAYTESTS RUN
02 / Craft

The
toolkit.

Instead of percentage bars, expertise is shown as a four-part loadout: the skills I reach for when turning a design goal into a playable system.

Gameplay

Combat loops, movement, camera behavior, state machines and responsive input.

C++C#Blueprints

Game Feel

Animation timing, hit feedback, juice, controller response and readable player affordances.

AnimationVFXUX

World Tech

Level systems, streaming logic, navigation, lighting hooks and scalable world interactions.

UnrealUnityTools

Production

Profiling, bug triage, source control and iteration loops that keep teams shipping.

GitProfilingPlaytest
03 / Builds

Playable
proof.

Selected work presented as game-development problems: what needed to feel better, what system changed, and what players experienced after the pass.

BUILD / 01 · NEON DRIFT

A hover-bike racer with cornering that snaps.

Designed and implemented a physics-assisted drift controller, camera rig and boost feedback loop. The final pass combined predictive steering with visual anticipation so high-speed turns felt intentional rather than slippery.

UnrealC++PhysicsCamera
BUILD / 02 · ECHO MAZE

Sound becomes navigation.

A prototype where environmental audio reveals safe routes. Built the interaction graph, occlusion cues and reactive level-state system.

UnityC#
BUILD / 03 · BOSS LAB

Enemy AI that teaches.

Created a readable encounter prototype using telegraphs, behavior states and adaptive aggression to turn failure into feedback.

AIBehavior
04 / Run

From jam
to ship.

Experience across small teams where rapid experimentation and dependable implementation need to coexist.

Gameplay Developer · Northstar Interactive

Own player movement, combat interactions and gameplay tools for a third-person action title. Partner with design and animation to prototype, profile and polish features through production.

Junior Game Programmer · Brightforge Studio

Implemented enemy behaviors, mission scripting and controller support while building internal debug tools that shortened iteration loops for designers.

Independent Developer · Game Jam Circuit

Built twelve rapid prototypes across puzzle, arcade and narrative genres, focusing on tight mechanics, fast feedback and shippable scope.

05 / Contact

Ready when
you are.

For gameplay collaboration, studio opportunities, prototype work or a conversation about making something players remember, send a note.

Let's turn a mechanic into a moment. I'm currently open to game-development conversations and carefully scoped collaborations.

✉ alex@example.com
☎ +1 323 555 0147
◈ Los Angeles, CA