Projects
Key Tech: Unity, Animation Events, Gameplay Tuning
My goal with this project was to deconstruct what makes 'Souls-like' combat feel satisfying. I focused heavily on the technical implementation of hitboxes, animation events, and frame data. It required constant iteration and playtesting to ensure the player's inputs translated instantly into responsive on-screen actions.
C++ Engine Architecture
Role
Coder
Game Engine
My Game Engine
Team Size
1 person
Key Tech: C++, OpenGL, Low-Level Systems
As part of my passion for game development, I have been building a custom game engine from scratch in C++. This project demonstrates my deep understanding of low-level programming, architecture design, and the foundational systems required to create and run games effectively.
AI Perception & Stealth Systems
Role
Lead Developer
Game Engine
Unity
Genre
Stealth game
Team Size
1 person team
Key Tech: C#, Finite State Machines (FSM), AI Logic
Inspired by the mechanics of the Hitman series, I set out to reverse-engineer how stealth AI works. I moved away from basic pathfinding to build a Finite State Machine where enemies react to sound and sight lines. It was a valuable lesson in how to structure code, so that AI behaviour feels 'smart' and fair to the player.
Key Tech: Unity, C#, ScriptableObjects
For this project, I challenged myself to solve a classic design problem how to create endless variety without endless manual work. I built a data driven system using ScriptableObjects to generate randomized weaponry. This project taught me the importance of creating flexible system that separate data from code. A critical skill for working on large-scale games.
Undead Onslaught
Role
Lead Developer
Game Engine
Unreal Engine
Genre
First person shooter
Team Size
1 person team
Key Tech: Unreal engine and Blueprint/C++
In this project, I set out to learn Unreal Engine by remaking the university group project S.M.G.V.B.S.S.H.F.. The goal was to deepen my understanding of Unreal's tools and workflows while recreating and improving upon the original game. This involved exploring Unreal Engine's advanced features to enhance gameplay and visual fidelity.
Key Tech: Unity, C# and AI Horde Management system
Directed the technical development of a fast-paced, wave-based survival shooter. The project’s core architecture was designed to handle high-density enemy counts while maintaining a responsive "Game Feel" inspired by industry leaders like Killing Floor 2.
Procedural Environment System
Role
Lead Developer
Game Engine
Unity
Genre
endless runner
Team Size
1 person team
Key Tech: Procedural Generation & Memory Optimization
Developed a high-performance mobile framework centered on an infinite, algorithmically generated environment. The primary technical challenge was maintaining a consistent 60 FPS on mobile hardware by eliminating runtime memory allocation for environment assets.
Whisper of the Forsaken
Role
Game Designer/Coder
Game Engine
Unity
Genre
Survival Horror
Team Size
2 person team
Key Tech: Unity, Animation Events, Gameplay Tuning
A high-intensity vertical slice created during a three-week development sprint. This project focused on the technical constraints of the survival horror genre limited resources and high-stakes environment interaction.
Key Tech: Unity, Finite State Machine (FSM) & Dynamic UI
Developed a robust communication framework designed to bridge the gap between complex AI logic and player feedback.

