Gameplay
Combat loops, movement, camera behavior, state machines and responsive input.
Game developer building responsive worlds, tactile mechanics and production-ready gameplay systems where every frame has a job.
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.
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.
Combat loops, movement, camera behavior, state machines and responsive input.
Animation timing, hit feedback, juice, controller response and readable player affordances.
Level systems, streaming logic, navigation, lighting hooks and scalable world interactions.
Profiling, bug triage, source control and iteration loops that keep teams shipping.
Selected work presented as game-development problems: what needed to feel better, what system changed, and what players experienced after the pass.
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.
A prototype where environmental audio reveals safe routes. Built the interaction graph, occlusion cues and reactive level-state system.
Created a readable encounter prototype using telegraphs, behavior states and adaptive aggression to turn failure into feedback.
Experience across small teams where rapid experimentation and dependable implementation need to coexist.
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.
Implemented enemy behaviors, mission scripting and controller support while building internal debug tools that shortened iteration loops for designers.
Built twelve rapid prototypes across puzzle, arcade and narrative genres, focusing on tight mechanics, fast feedback and shippable scope.
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.