I'm a game developer skilled in Unreal Engine and C++, with a passion for creating fun, immersive games and also experienced in porting titles to consoles.
Contributed to gameplay systems, multi-platform bug fixing, and console porting across PlayStation, Xbox, Nintendo Switch, PC, and mobile.
Officially credited Jr. Developer. Ported the PC game to PS5 and Xbox Series X/S, mapped console gamepad controls, fixed console-specific bugs, and rendered cinematic cutscenes using Level Sequencer.
Handled extensive multi-platform debugging across PS5, Xbox, Nintendo Switch, Steam, and Epic Games Store, resolving a wide range of gameplay and platform bugs.
Independently handled the full PS4 console port, ensuring Sony TRC compliance and correct platform terminology, while assisting the team with PS5 bug fixes.
Resolved console-specific localization and text display bugs across the PS5 and Xbox Series X/S releases.
Developed from scratch for mobile. Implemented vehicle physics, NPC pedestrian systems, traffic AI, and performance optimization for mid-range mobile devices.
Prototypes exploring custom vehicle physics, procedural generation, and multiplayer networking.
A fast-paced arcade vehicle runner built in Unreal Engine 5. Weave through traffic across endless procedural roads at locked acceleration, grab power-ups (Shields & Magnets), and beat your personal best time.
Tuned steering responsiveness for snappy, arcade-style lane dodging.
Dynamic road tile recycling with endless obstacle and collectible coin spawning.
Shield pickups that absorb crash impacts and coin magnets that draw nearby pickups.
Camera flyby in Level Sequencer with pre-warmed loading before the 3-2-1 countdown.
A two-player Capture the Flag game built in Unreal Engine with C++, covering the full multiplayer flow — hosting and joining over LAN, a lobby, and a timed match where the server decides what actually happened.
Host or browse LAN games from the main menu, wait in a lobby, then both players travel into the match together without dropping their connection, carrying their team assignment across the map change.
Health, damage, flag steals, drops, returns and scoring are all decided on the server, so two clients can never disagree about the score.
Health, team, flag state and the match timer replicate to every client and drive the HUD; firing goes to the server as an RPC, and death is multicast so every machine plays it.
Focused gameplay mechanics, level design, and C++ systems.
Focused on building a detailed, atmospheric medieval dungeon environment with moody lighting and modular architecture. Implemented C++ physics puzzles where players use a physics-based grabber to move relics onto weight-sensitive trigger volumes to unlock secret vault doors.
A 3D sci-fi arena shooter where players control a combat robot fighting off waves of rogue evil machines. Built with a focus on C++ gameplay engineering — featuring AI Behavior Trees with sensory perception, modular health & damage components, and responsive hitscan shooting with weapon recoil.
An arcade tank combat game where players fight enemy defense turrets, featuring cursor-aimed turret math, projectile ballistics, and particle VFX.
Seeking Gameplay Programming, C++ Systems, or Console Porting opportunities.