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

  • Configuring AI for three enemy types using Blackboards and Behavior Trees, allowing for varied target acquisition behaviors

  • Collaborating with the design team to script five suspenseful encounters using Blueprints and timed box triggers to control the narrative pacing

  • Working with the design team to integrate a 'dodge roll' feature aimed at enhancing player evasion and combat flow.

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 AI state machines for 2 enemy types, utilizing NavMesh to facilitate dynamic switching between patrolling and offensive states based on player proximity.

  • Engineering a 2-stage boss fight that implemented phase-specific damage immunities that incentivize melee-based combat and tactical positioning

  • Collaborating on the synchronization of story and gameplay systems, optimizing mission logic through rigorous code reviews to eliminate progression-blocking bugs and ensure a seamless player experience.