Programmer passionate about tools and games
A competitive intergalactic server simulation developed for the Ubisoft Game Lab competition. Our team completed this project within a 10-week development cycle while balanced against a full-time University schedule.
Developed acceleration-based movement with velocity-dependent turn rates to achieve a fluid "rollerblades" game feel. Developed custom grounded/slope-handling logic and physics-driven mechanics including dashing, stuns, and directional bumps.
I made a modular event system, including dynamic spawning of food hazards triggered by clients actions and time-based power-up spawning. Developed the logic and mechanics for all in-game hazards and player buffs.
Built a custom Debug Command Tool to accelerate internal testing and managed the Lobby logic.
This tool procedurally generates 3D platforms and assigns textures using user-defined, noise-based rules. Works at runtime or in the editor.
Small prototype where both players occupy the same physical space but in different dimensions, similar to the Shadowfell in D&D or the Upside Down in Stranger Things
A tactical top-down action game built around sound-based visibility. Features a unique echolocation mechanic where enemies are only revealed through noise.
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A cozy farming simulator centered on crop management and automation.
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A mischievous cat simulator centered on environmental interaction and stealth.
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