Technical Skills

Unreal Engine: UE5, Gameplay Framework, Actors, Components, Blueprints (Advanced)

Gameplay: Combat, AI Logic, Physics, Inventory, UI

Environment: Day/Night Cycle, Dynamic Atmosphere, Wind Systems, Water Simulation (Gerstner Waves)

Programming: Java, JavaScript

Tools: Debugging, Blender, FireAlpaca, Excel, Google Docs

Projects

Hallowed Crucible — Shipped Demo

  • Built all core gameplay systems end-to-end, including combat, enemies, progression, and player mechanics

  • Architected modular Blueprint systems and iteratively balanced gameplay through testing

Survival Game Prototype — Environmental Systems

  • Implemented dynamic day/night cycle, wind-driven foliage, and a complete replicated water system (Gerstner waves, floating physics, swimming/diving, underwater visuals & audio)

Additional Prototypes: Survivors-like core loop • Parkour movement system

Experience

Voice TrainerBabel Audio (Dec 2024 – Current)

Gameplay ProgrammerRazor Star Studios (Jan 2022 – Dec 2024)

  • Implemented and debugged gameplay systems using Unreal Engine Blueprints

  • Collaborated with designers and artists to deliver functional gameplay features

Additional Experience

Before focusing full-time on game development, I worked across a range of roles — including server, cook, cashier, stocker, and educator. These experiences taught me how to adapt quickly, collaborate with different teams, communicate clearly, and solve problems under pressure.

They shaped how I approach development today: identifying issues early, iterating on solutions, and staying flexible as systems evolve.

Unreal Engine Tooling

Blueprints: Advanced

Animation: Proficient

Materials: Advanced

A.I. Logic: Familiar

Widgets/UI: Advanced

Niagara Particles: Proficient

MetaSounds: Familiar

Proficiency based on shipped systems and production usage.

Education

Associate of Arts — Broward College

B.S. Computer Science (In Progress) — Florida International University