I am a gameplay programmer, combat designer, and systems architect with a strong foundation in C++ and experience navigating complex codebases. For my recent project, Ember’s Oath, I owned the entire pipeline from initial C++ architecture to the final frame-accurate combat mechanics and custom Niagara VFX. I design my systems with strict focus on scalability and performance; I implemented Unreal’s Gameplay Ability System (GAS) to handle character states at a consistent 60+ FPS and engineered a decoupled, MVC-inspired UI architecture to eliminate hard dependencies. Additionally, my experience optimizing and shipping a mobile title (LudoX) to 10K+ users sharpened my ability to debug efficiently and respect strict memory constraints. I am highly comfortable profiling code, adapting to established workflows, and collaborating within a team-first environment. I thrive on constructive feedback, continuous learning, and pulling in the same direction as leadership to build seamless, high-performance player experiences.
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