A downloadable copy of this resume can be found here.
Skills
Game, Combat and System Design
Game AI Design and Implementation
Gameplay Programming
Unreal Blueprints
Tool Building
Engines
Unreal 5
Unreal 4
Unity
Experience
Game Designer/Gameplay Programmer
PowerCore (January 2023+)
Fast-paced online multiplayer FPS built in Blueprints in Unreal 5. Did everything but art.
Designed, developed and implemented combat, game AI, and other game features
Designed AI around archetypes so every enemy had a function and variety of play
Wrote netcode to work online and through Steam
Designed Player abilities and gun systems
Gameplay Programmer/Game Designer, Bad Tomato Games
Balam. (April 2018 - July 2019)
Short burst tight deadline contract work to build and then refine a working proof of concept in Unity for PC. Improved character controller and combat for better game feel.
Designed, prototyped, and refined enemy AI and AI behaviors based on concepts given from lead.
Developed gameplay features and built tools designed around ease-of-use for level designers.
Refined combat, designed AI to be engaging based around the player's quick control scheme.
General gameplay programming and general game design.
Gameplay Programmer/Game Design Consultant, Gyrescope Media
Unnamed R&D project. (2017-2018)
Worked on the core game gameplay of a classic-style RPG in Unity for PC.
Worked on node-based toolkit to make cutscenes and game actions (doors, encounters, dialogue, moving platforms, etc) simple to implement by level designers.
Acted as design consultant to keep scope and feature creep in check along with viability and cohesiveness of new planned features.
Participated in minor content design decisions.
Programmer, Flare
Undisclosed mobile titles. (2015-2016)
Worked to port unity mobile games to android Flare console.
Remapped control schemes from touch inputs to work on Flare gamepad controllers.
Tested for platform requirements.
Education
Savannah College of Art and Design 2011-2014. Interactive Design and Game Development BFA.