I’m a software engineer specialized in gameplay and systems programming, with a strong focus on building scalable, high-performance game architectures. I currently co-found and lead development at an indie studio, where I architect core systems in Godot and C#, mentor fellow programmers, and collaborate closely with design and art to deliver polished gameplay experiences. Before that, I worked as a UI Engineer in a AAA production environment, developing and maintaining user-facing features in Frostbite using C++ and ActionScript, navigating legacy systems, and contributing to automated testing and production pipelines.
My background spans Unreal Engine gameplay systems, networking, and performance analysis, as well as earlier full-stack web development work. I enjoy designing clean, reusable systems and thrive in both agile and highly structured workflows. With advanced knowledge of C, C++, and C#, and hands-on experience across multiple engines and frameworks, I’m passionate about solving complex technical challenges and turning ambitious game ideas into reality—while keeping collaboration, mentorship, and continuous learning at the core of how I work.
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