GAMES
SHARP SHOOTER | PUBLISHED ON ITCH.IO
This project was the final project within GameDev.TV’s course Complete C# Unity 3D Game Development in Unity 6. The primary objective of the project was to develop a first-person shooter. My personal goal was to create a demo that kept players coming back.
I attempted to accomplish this goal by
Implementing quick-swapping functionality for three weapons, allowing players to change their loadout faster during combat
Adding real-time ammunition tracking to the UI, providing players with more data for tactical decision-making
Designing a combat arena using 4 turrets and 4 spawners to promote strategic thinking and replay value
Unity 6 | FPS | Solo | July 2025
ECARIAN ASSAULT | PUBLISHED ON ITCH.IO
This project was also a project within GameDev.TV’s course Complete C# Unity 3D Game Development in Unity 6. The primary objective of the project was to develop a rail shooter. My personal goal was to create a demo that kept players engaged throughout the experience.
I attempted to accomplish this goal by
Creating 4 enemy types with unique health and collision properties to offer varied combat scenarios
Mapping out 23 complex enemy waves using Unity’s animation tools and prefabs, providing varied AI encounters
Crafting 4 high-pressure scenarios featuring varied enemy formations to prompt tactical decision-making
Unity 6 | Rail Shooter | Solo | June 2025
RAVENOUS | GEORGIA STATE UNIVERSITY
Role: Technical Gameplay Designer |Unreal Engine 4 | Third person shooter | 4 members | August 2022 - April 2023
This was my senior capstone project for my game design program at Georgia State University. The overall goal of this project was to deliver a coherent experience that could be presented to industry professionals at the end of the school year. As a team, we decided that we wanted an experience that conveyed an interesting story while delivering an engaging combat experience.
I attempted to accomplish these goals by
Working with the design team to integrate a 'dodge roll' feature aimed at enhancing player evasion and combat flow
Collaborating with the design team to script five suspenseful encounters using Blueprints and timed box triggers to control the narrative pacing
Configuring AI for three enemy types using Blackboards and Behavior Trees, allowing for varied target acquisition behaviors
LOST REDEMPTION | PUBLISHED ON ITCH.IO | PANTHERDEV
Roles: Technical Combat Designer, Project Lead | Unity | 2d side scroller | 11 members | January 2022 - April 2022
This was my last project with PantherDev before I switched my main focus to my Capstone project. My main goals were to deliver a game that had a strong narrative and further my abilities to create complex AI within a 2d game
I attempted to accomplish these goals by
Implementing State Machines for multiple enemy types that enabled dynamic switching between patrolling and offensive states, achieving highly reactive AI behavior that adapts instantly to player proximity and ensuring a seamless and challenging stealth-to-combat loop
Developing an AI companion utilizing NavMeshes and A* pathfinding to provide visual navigation cues during early-game progression; successfully minimized player friction and ensured intuitive flow between introductory mission objectives
Engineering a 2-stage boss fight with phase-specific damage immunities to incentivize melee combat and tactical positioning, successfully eliminating 'ranged-cheese' strategies and ensuring 100% utilization of the character’s mechanical move-set