Hi there! I’m David, a versatile Game Designer and Developer with 4+ years of hands-on experience prototyping and implementing game mechanics in Unity (C#) and Unreal Engine (Blueprint). I’m passionate about rapid iteration, robust testing, and delivering engaging player experiences through solid QA and thoughtful design. I thrive in remote settings and enjoy turning ideas into playable prototypes quickly while maintaining a strong focus on quality.
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A 2D Roguelike implementing a Dynamic Difficulty Adjustment (DDA) system. The game utilizes Procedural Content Generation (PCG) algorithms to restructure dungeon layouts and Behavior Trees to adapt enemy AI logic in real-time. By tracking player metrics (kill count, HP, speed), the system dynamically generates personalized challenges tailored to 4 distinct playstyles (Speedrunner, Aggressive, Passive, Explorer)
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