Lead & Systems Engineer: Strange New Tides

Crafted a software architecture document for visualizing the development of game systems in Unity.

Managed tasks through Miro using priority levels, time estimation, and clear deadlines.

Met with fellow leads and producers to discuss progress and communicate deliverables to stay on schedule.

Developed system endpoints in C# to ensure seamless integration between game systems across the project.

Assisted with the ideation of and creation of the house upgrading system, fishing and slot machine minigames, and npc/dialogue system.

In-game shop menu showing options for upgrading a house on a cartoon-style game interface. It also shows decoration options per row.

Systems Engineer: Child of Ruin

Developed the turn-based, ability-based, rock-paper-scissors style combat in C# and Unity.

Formulated and implemented the enemy AI behavior using state machines and situation-based targeting.

Interfaced Sonity Audio Middleware with a custom audio manager for ease of use across the project.

Integrated audio effects, visual effects, and animations to make the combat intuitive, efficient, and immersive.

A screenshot from a video game showing a cartoonish character on a dirt path fighting against three stone rock monsters, surrounded by rocks and greenery, with game interface elements like health icons, ability icons, and a circular control pad.

Lead & Systems Engineer: RATsurrection

Crafted the in-world dialogue UI and backend management of dialogue text.

Created a robust audio manager for streamlined audio integration and immersion.

Integrated and modified an active ragdoll system for engaging player movement and interaction using a pre-existing code base.

Developed game system endpoints to ensure proper integration between game systems.

A simulation game scene showing a white rat walking on a wooden ramp inside a room with stone and wooden walls, a window, and a key hanging on a hook.

Gameplay & Systems Engineer: Drakon Raiders

Top-down view of a cartoon-style tower defense game with a castle, bridges, trees, and a river. Several units are engaged in combat with health bars visible above them, and the game interface shows selected units and current progress.

Implemented a proximity-based AI targeting system and movement system for units.

Developed the frontend and backend systems for unit selection and deployment.

Built a robust enemy AI behavior with random unit spawning styles for engaging gameplay.

Gameplay & Systems Engineer: Rose to Revolution

Implemented a quick and efficient turn-based system for one-on-one battles between units and map-wide scenarios.

Developed a tile-based movement system with  <1 second response time.

Created an immersive UI system for selecting abilities and informing rock-paper-scissors style advantages.

Integrated the enemy targeting and ability selection algorithms with the grid-based movement and rps-style combat respectively.

A screenshot from a pixel art video game showing four soldiers with green health bars, wielding guns and knives, facing three enemy soldiers with purple health bars, in an indoor setting with containers and boxes. The top-left corner displays the stats for two characters, Riot Officer and Orseno, including their grit, physical attack, physical defense, element, sand, and magic attack and defense. The top right corner has a message that says, 'Defeat all enemies!' A black oval with purple text at the bottom left corner reads, 'Enemy Phase.'

Lead & Systems Engineer: Spaceward Bound

Crafted the dialogue system and overall UI with environmental triggers.

Created a simple audio manager with easy to use functionality for rapid development.

Established the game systems and their connections throughout the game for ease of integration.

Pixelated digital art illustration of a space scene with dark star-filled background, green and gray plants, a spacecraft, and an astronaut with a speech box saying, 'When we opened the wormhole, we thought only of what we could learn from it, not what would come out.'