Gameplay Systems (Unity • C#)
Experienced
Hello, I'm
Game Developer
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6+ Years Software Development
3+ Years Gameplay • Tools • Real-Time Rendering
Unity • C# • C++ • VR/XR
B.Sc in Computer Game Development
DePaul University
I’m a software engineer working in C# and C++, with a primary focus on real-time game development in Unity. My work centers on building gameplay systems, interactive simulations, and engine-level features where performance, clarity, and maintainability matter. I’ve contributed to VR training applications, simulation software, and game prototypes, developing systems that range from core gameplay mechanics to internal tools and runtime optimizations. I’m comfortable moving between higher-level gameplay code and lower-level systems, profiling performance issues, and designing architectures that scale as projects grow. I approach development with a pragmatic mindset: write clear code, measure performance early, and build systems that are easy for other developers and designers to extend. I care less about novelty and more about shipping reliable, understandable software under real constraints.
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A runtime procedural dungeon generator built around modular room construction and adjacency-based door placement. Features interactive camera navigation (pan, zoom, orbit), Binding of Isaac-style dungeon layouts, and a custom immediate-mode-style UI for live parameter control.
A 3D Minesweeper style game built around real-time terrain deformation. Incorrect tile picks trigger explosions that crater the ground. Features timed runs, leaderboards, and Google Play achievements on Android.
A work-in-progress Souls-like gameplay prototype focused on core combat foundations, including player control, basic AI, weapon switching, animation-driven attacks, and damage systems.
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