Gameplay & Systems Programming

I design and implement gameplay systems and AI-driven architectures to produce believable and responsive experiences. My work encompasses player mechanics, enemy behavior, decision logic, and adaptive gameplay architectures, with particular emphasis on modular, scalable system design and rapid prototyping.

Whisper Of The Dead

Role: Gameplay Programmer, AI Systems Developer (Solo)
Tools: Unreal Engine 5, C++, Behavior Trees, Perception System, Subsystems

Overview: A third-person survival shooter built around adaptive AI, emotional tension, and systems-driven gameplay. The project focuses on designing modular gameplay and AI systems where enemies and companions respond dynamically to player actions and environmental context.

Core Mechanics

Designed modular Behavior Tree architecture for zombie and companion AI

Implemented perception-driven decision making (sight, sound, threat level)

Built player systems including anxiety, stamina, and panic states

Implemented animation state machines and AI-task-driven movement

Created scalable AI components reusable across enemy types

Focus Areas: Gameplay Systems, AI Systems Architecture, Behavior Trees, Perception Systems, Emotional State Logic

Backyard Bakery

Role: Gameplay Programmer, UI Designer (Team Project)
Tools: Unity, C# (or Unreal + Blueprints if that’s correct)

Overview: A turn-based cooking puzzle where players collect ingredients on a grid before insects consume them. The design emphasizes readability, timing, and clear player feedback loops. AI handles insect pathfinding and resource consumption.

Key Contributions

Implemented grid-based enemy pathfinding

Designed turn-order and decision logic for insect enemies

Built UI flow and feedback systems for player actions

Tuned AI difficulty through rule-based behavior parameters

Focus Areas: Grid-Based Gameplay, Turn-Based Systems, Pathfinding, UI Systems

Chaotic Battleships

Role: Gameplay Systems Programmer (Team Project)
Tools: Unity, C#

Description: A 2D turn-based strategy game inspired by Battleship, featuring grid-based combat, enemy AI, and customizable upgrades. Emphasis on tactical pacing, clarity, and iterative tuning.

Key Contributions

Implemented procedural enemy placement logic

Designed adaptive enemy behavior based on player actions

Built grid evaluation logic for targeting and movement

Implemented turn-based player actions and feedback systems

Focus Areas: Gameplay Systems, Strategy AI, Grid Systems, Target Selection Logic