Hello! I’m a gameplay programmer and aspiring rendering programmer with a focus on systems that feel responsive, fluid, and fun. My background mixes Computer Science fundamentals with hands-on experience designing and coding full gameplay loops from prototype to polish.
I’ve built action platformers, AI behavior trees and finite state machines, as well as physics-driven mechanics using GameMaker Studio 2 and Unreal Engine 5. My goal is to make gameplay feel smooth and fun to players.
Lately I’ve been working my way towards rendering and graphics programming. Writing a post-processing shader for The Long Second and The Sruvivors (in dveelopment) were a few times that I had to think about the gameplay frame as something I build rather than something the given to me by the game engine. My hope is to go further in this field of game engineering and development.
A part from making and playing video games, I love cooking and trying out new dishes. I have a knack of experiencing new flavors and learning different recipes. I also enjoy meeting new people as well as exploring different cultures. During my pasttime, I love discussing and reading philosophy books.
Unreal Engine 5 (C++ / Blueprints), GameMaker Studio 2
C++, GLSL, GML, Java, Python
Combat / Combo Systems, Physics, AI & Pathfinding, Camera & Animation Systems
Git, Perforce, Jira, Visual Studio Code
Gameplay Programming, Systems Design, Optimization, QA Workflows, Technical Writing and Documentation
Collaboration, Adaptability, Attention to Detail, Multitasking, Problem Solving
Always open to collaborations, gameplay programming roles, or feedback from other developers.