I design and implement custom game mechanics, with a strong focus on modular, flexible systems and clean, decoupled architecture. I enjoy tackling hard gameplay problems—shooter and melee mechanics, multiplayer-aware systems, procedural animation, physics-driven interactions—and building solutions that remain scalable, readable, and production-ready.
I’m a generalist game developer by nature and a tinkerer by instinct, with Unreal Engine 5 as my primary engine. I prefer deliberate, custom implementations over shortcuts, and I care deeply about organized code, clear data flow, and long-term maintainability. If a project needs something unusual or non-standard, that’s typically where I’m most engaged.
Alongside systems programming, I create high-quality, realistic 3D assets with a pipeline that includes Blender, RizomUV, Marmoset Toolbag, Adobe Substance, and Blender Cycles/Eevee. I focus on assets that integrate cleanly into gameplay systems and respect technical constraints—not just how they look in isolation.
I’m driven by experimentation, technical depth, and building mechanics that behave convincingly under player control. If you’re working on a project that needs bespoke systems or carefully engineered gameplay, feel free to reach out.
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