LONE SLINGER
Systems-heavy FPS focused on movement physics and state-machine Enemy AI.
Hiring signal: I can enter a complex legacy codebase, reverse engineer constraints, and ship a clean player-facing system with strong feel and reliability.
Movement feel, state machines, and “invisible” systems that shape moment-to-moment play.
Systems-heavy FPS focused on movement physics and state-machine Enemy AI.
Halo-inspired multiplayer arena shooter built in Godot 4.6 with a momentum-heavy Halo 5: Guardians movement system. I built the game from scratch and wrote all gameplay/networking code.
Realtime environments are game work: scene readability, composition, performance constraints, and player navigation all show up here.
A stylized environment highlighting 3D architecture and desert particle systems.
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