ROLE: PROGRAMMER - TEAM LEAD
PROJECT LENGTH: 48 HRS
Led and Collaborated with a team of 2D, 3D, and VFX artists in a studio setting for a 48-hour Game Jam
Directed artists to make assets that fit with the theme of the game
Awarded “Best Sound Design” in LCAD’s Game Jam ‘25
Used MIRO for task management
Built in UNITY 2022 LTS
COMBAT

Point & Click combat system with defense and attack modes
Varied enemies and enemy attack patterns with Dungeon-Crawler style gameplay
PROGRESSION

Multi-level game progression with increasing difficulty
Created all the UX
Implemented UI, 3D Models, and VFX from artists on my team
DATA PERSISTANCE
Built a persistent save/load pipeline with JSON serialization
Implemented default state bootstrapping for the save/load pipeline
WHY?: Cross-session player progression saving
ENEMY COMBO SYSTEM
Couroutine-timed extensible combat system
Polymorphic attack modules
Combo pipeline with phased execution (Attack, Defend)
WHY?: Easily tweak enemy attacks to variate gameplay experience
scriptable object dungeon cofiguration
Data Driven dungeon config for scene-independant tuning
WHY? Reduces configuration overhead when tweaking shared functionality
procedurally looping encounters
Reuses encounters by cycling/swapping active encounters with non-active encounters saving on placing many encounters over and over again, instead just having 2 encounters that cycle
WHY?: Easily add/remove encounters and tweak enemy positions
ROLE: PROGRAMMER - GENERALIST
PROJECT LENGTH: 6 WEEKS
Collaborated with a small team of 2D, 3D and UI Artists
All In-Engine implementations of Custom UI, 2D, 3D Art
All UX: Front End Menu, User Interface, Cosmetic Selection
All Programming
Designed Levels
Implemented Audio, and VFX
Used MIRO for Planning and task management
Built in UNITY 6 LTS
CHARACTER CUSTOMIZATION

Cosmetic selection tied to level up progression
Some cosmetics are locked and can be unlocked through levels
EXPERIENCE SYSTEM

Completing levels gives the player experience to level up
Higher levels unlock extra cosmetics which definitely affect gameplay
FEEDING SYSTEM

Joint-physics based carrot holding
Hold the carrot in front of the rabbit to feed it
Or toss the carrot into the pen to watch the rabbit eat it
GOAP AI - BELIEF / ACTION / DETECTOR
NPC's use a custom Goal-Oriented-Action-Planning system to determine course of action in real-time
NPC detectors poll or listen for changes in world state and update NPC beleifs
NPC's weight actions based on beliefs and choose an action to execute
Unity NAV-MESH Integration
WHY?: Flexible AI functionality adapts AI behaviour depending on world context
MODULAR EXPERIENCE SYSTEM
Leveling system handles callbacks based on level up events
Links to cosmetic system to unlock cosmetics
Persistent progression + XP saving
JSON based save/load that bootstrapps default
Stores and applies progression metrics as a Singleton DontDestroyOnLoad instance called DataSaver