Technical Skills
Unreal Engine: UE5, Gameplay Framework, Actors, Components, Blueprints (Advanced)
Gameplay: Combat, AI Logic, Physics, Inventory, UI
Environment: Day/Night Cycle, Dynamic Atmosphere, Wind Systems, Water Simulation (Gerstner Waves)
Programming: Java, JavaScript
Tools: Debugging, Blender, FireAlpaca, Excel, Google Docs


Projects
Hallowed Crucible — Shipped Demo
Built all core gameplay systems end-to-end, including combat, enemies, progression, and player mechanics
Architected modular Blueprint systems and iteratively balanced gameplay through testing
Survival Game Prototype — Environmental Systems
Implemented dynamic day/night cycle, wind-driven foliage, and a complete replicated water system (Gerstner waves, floating physics, swimming/diving, underwater visuals & audio)
Additional Prototypes: Survivors-like core loop • Parkour movement system
Experience
Voice Trainer — Babel Audio (Dec 2024 – Current)
Gameplay Programmer — Razor Star Studios (Jan 2022 – Dec 2024)
Implemented and debugged gameplay systems using Unreal Engine Blueprints
Collaborated with designers and artists to deliver functional gameplay features
Additional Experience
Before focusing full-time on game development, I worked across a range of roles — including server, cook, cashier, stocker, and educator. These experiences taught me how to adapt quickly, collaborate with different teams, communicate clearly, and solve problems under pressure.
They shaped how I approach development today: identifying issues early, iterating on solutions, and staying flexible as systems evolve.
Unreal Engine Tooling
Blueprints: Advanced
Animation: Proficient
Materials: Advanced
A.I. Logic: Familiar
Widgets/UI: Advanced
Niagara Particles: Proficient
MetaSounds: Familiar
Proficiency based on shipped systems and production usage.
Education
Associate of Arts — Broward College
B.S. Computer Science (In Progress) — Florida International University