Gameplay programmer with 3+ years of experience building games in Unity and 1+ year building networked games. I specialize in architecting modular, data-driven gameplay systems that let designers iterate quickly while keeping code clean and production-ready.
I bring both fast prototyping and strong engineering discipline to fast-moving teams, with hands-on Unreal Engine 5 experience and a focus on multiplayer state sync, authority transfer, and reliable integration of gameplay systems end-to-end.
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- Architected multiplayer layer in Unity using FishNet, synchronizing gameplay state across clients and integrating features into the network graph.
- Used Unity Relay for peer hosting. Improved physics responsiveness via targeted network authority transfers to reduce perceived input latency for physics-driven objects.
- Developed gameplay systems including proximity voice chat (Vivox), enemy AI, SFX, and a drift-style shopping cart controller.
Unity, C# | August 2025 - Present
Horror/comedy online co-op game set in an otherworldly supermarket. Complete your tasks and avoid the monsters!
- Designed a modular publish/subscribe event-chaining system enabling designers to compose multi-step sequences across decoupled event handlers.
- Built a character controller supporting multiple locomotion modes (standard, drift, aerial) and tuned it iteratively with the design team.
- Programmed Arduino firmware to read treadmill roll data and pipe it into Unity via Ardity, creating a hardware-native input pipeline.
- Featured in GDC 2026’s “alt.ctrl” exhibition.
Unity, C#, Arduino | January 2025 - April 2025, March 2026
An “Alt Control” game where you roll around in a giant hamster ball to steer an in-game hamster.
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