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