Design decisions.
Systems that support them.
Case studies and projects where I designed and engineered combat, AI, gameplay systems, engines, networking, and tools.
Where design meets implementation.
My strongest work in AI, combat, gameplay systems, and the engineering that makes iteration possible.

State of Decay 3 ↗
I designed enemy AI and combat for three zombie archetypes and built C++ systems, debug tools, and cheats for the team.

Crimson Knight ↗
I designed and programmed a boss who learns your habits and counters them, raising Phase 1 success from about 10% to about 35%.

C++ Game Engine ↗
I built a data driven C++ game engine from scratch where game objects are defined in JSON, so changes need no recompiling.

Bloons TD5 ↗
I built the gameplay systems for a six person recreation on my engine, and cut collision time from about 1.5 ms to 0.6 ms a frame.
Systems built to solve a problem.
Custom engines, performance work, multiplayer architecture, and tools that make gameplay easier to build, test, and tune.

Design Tuning Copilot ↗
I built a Python tool that simulates 4,800 fights to tune a combat encounter, then asks an LLM for fixes and checks every one.

Robotron 2084 ↗
I recreated the twin stick arcade core in C and OpenGL, building gameplay, enemy behavior, collision, rendering, and waves from scratch.

Duel at Dusk ↗
I built a two player turn based artillery game in 68k assembly, with fixed point physics, changing wind, and a custom memory heap.

Blaster ↗
I built authoritative multiplayer combat, responsive movement, and a reusable Steam session flow in Unreal Engine 5 and C++.
Earlier work. Broader range.
A team based strategy prototype and earlier games that built my foundation in AI, procedural gameplay, and technical problem solving.

Signal Surge ↗
I built terrain, network behavior, and dynamic threat systems for a strategy prototype about deployed communications infrastructure.

Get Out ↗
I built a solo Unreal Engine 5 horror project around enemy AI, player interaction, and escalating tension.

Not So Endless Runner ↗
I built a solo mobile runner in Unreal Engine 4 with randomized obstacles and powerups, scoring, and responsive movement.