GAME WORK

Systems • Gameplay Architecture • UI/HUD

Flagship: Reverse Engineering & UI Systems

Hiring signal: I can enter a complex legacy codebase, reverse engineer constraints, and ship a clean player-facing system with strong feel and reliability.

Featured in Forbes

H2M-Mod UI & HUD

Architected HUD systems for H2M-Mod. Reverse engineered legacy engine calls for custom UI in Modern Warfare Remastered.

C++/Assembly GSC UI Systems Reverse Engineering

Gameplay Systems & AI

Movement feel, state machines, and “invisible” systems that shape moment-to-moment play.

LONE SLINGER

Systems-heavy FPS focused on movement physics and state-machine Enemy AI.

C# Unity State Machines Enemy AI Movement
Play on itch.io →

SANCTUARY ARENA

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.

Godot 4.6 GDScript ENet Networking Arena Shooter Movement Systems

Environment Production (Realtime)

Realtime environments are game work: scene readability, composition, performance constraints, and player navigation all show up here.

INDUSTRIAL FOUNDRY

A stylized environment highlighting 3D architecture and desert particle systems.

Environment Art Unity Lighting Composition

More work

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