Work Experience
Professional roles and key accomplishments
-
Slipstream Studios
Role: Lead Engineer
Joined as Lead Engineer for Artkana, a 3D side-scrolling momentum platformer, to bring C++ architectural stability and performance optimization to the project.
Key Responsibilities:
- Refactored legacy Blueprint "spaghetti code" into organized, efficient C++ systems
- Optimized game performance by reducing Event Ticks and streamlining update loops
- Redesigned the upgrade system architecture to be modular and designer-friendly
- Collaborated closely with design team to translate complex mechanics into performant code
Projects:
- Artkana - 3D Graffiti Momentum Platformer
Technical Impact:
3+Core Systems Refactored1Upgrade Pipeline RebuiltUE5Primary EngineC++Primary LanguageStudio: Slipstream Studios
Role: Lead Engineer
Duration: Current (WIP)
Engine: Unreal Engine 5
Skills: Unreal C++, Blueprint Conversion, System Architecture, Performance Optimization, Designer Tooling, Code Review
-
Icebreak Studio
Position: Contract Composer
Contract music role creating original tracks for an upcoming game while reporting directly to the Creative Lead and Producer.
Key Responsibilities:
- Composed 5 original songs for the game's soundtrack from early February to early April
- Maintained an expected average turnaround of 1 track/week across the contract production window
- Translated studio-provided lore and inspiration playlists into cohesive thematic music direction
- Worked directly with the Creative Lead and Producer on iterative feedback and delivery milestones
- Owned end-to-end creative execution with full compositional freedom across tone, pacing, and instrumentation
Composition Metrics:
5Original Tracks~1/WeekTrack Turnaround2 MonthsContract Duration3Tracks CompleteTeam: Audio + Creative Leadership
Role: Contract Composer
Duration: February 2026 - April 2026
Focus: Original Game Music Composition
Skills: Composition, Thematic Scoring, Audio Production, Creative Collaboration, Iterative Delivery, Game Music
-
Head or Tail Studios
Position: Lead Gameplay and Systems Engineer
Leading systems architecture and gameplay programming for an indie game studio developing mobile and PC titles.
Key Responsibilities:
- Designed 10+ core gameplay/systems modules across 2 projects, defining ~95% of the technical design surface area (data flow, extensibility points, and implementation standards)
- Document and implement 60+ scripts containing 2,500+ lines of code with automated tests/tools for 65+% of gameplay code, reducing designer implementation time by 25%
- Planned sprint milestones for 3 engineers and unblocked 5 high-priority issues/week
- Set coding standards and conducted reviews for a 3-person engineering team, improving consistency and reducing regressions
Studio Projects:
- Fearosis - Monster pandemic simulator for Android
- Deadtective - Supernatural detective puzzle game
Development Metrics:
60+Scripts Created2,500+Lines of Code50+Commits Made2Games DevelopedTeam: Indie Studio
Role: Lead Gameplay and Systems Engineer
Duration: August 2025 - Present
Engine: Unity 6
Skills: Systems Architecture, Technical Leadership, Unity C#, Mobile Development, Documentation, Code Review, Gameplay Programming
-
Gamers Inc.
Position: Front of Store Team Member
Customer-facing retail role in video game specialty store, combining business operations with in-depth gaming industry knowledge.
Key Responsibilities:
- Provided product guidance across console/PC accessories and trade-ins
- Became familiar with gaming hardware and the effects that has on video game production and maintenance
- Handled 30-40 customer interactions/shift
- Performed inventory counts for 500+ SKUs with >99% accuracy
Performance Metrics:
30-40Customers/Shift500+SKUs Managed>99%Inventory Accuracy7 MonthsTenureTeam: Retail Team
Role: Front of Store Team Member
Duration: August 2025 - Present
Industry: Video Game Retail
Skills: Customer Service, Industry Knowledge, Team Collaboration, Business Operations, Product Expertise, Hardware Knowledge
-
Mystical Die Studio
Position: Mechanics Engineer and Lead
Leading all programming efforts for an indie game studio specializing in turn-based RPG development in Unreal Engine.
Key Responsibilities:
- Implemented 3 gameplay systems (combat, grid-movement, dialogue) using C++ and blueprints
- Created detailed documentation for 20+ scripts and blueprints, enabling designers to build 10+ features without engineering support
- Ran weekly training sessions, supported 7 designers/artists, resolved 5+ support requests/week with a 3 hr average turnaround
- Exposed systems to designers via Blueprint-extensible APIs, cutting engineering involvement per new feature from full implementation to targeted review-only (<35%)
- Ran extensive profiling and debugging on all new features in weekly builds
Studio Projects:
- Reconnection - D&D-inspired turn-based RPG with C++ combat systems
Development Metrics:
20+Scripts/Blueprints250+Lines/Nodes25+Commits Made1Game In ProgressTeam: Indie Studio
Role: Mechanics Engineer and Lead
Duration: August 2025 - Present
Engine: Unreal Engine 5
Skills: Unreal C++, Blueprints, Technical Documentation, System Design, Turn-Based Combat, Team Collaboration, Solo Development
-
Limbitless Solutions LLC
Position: Assistant Scholar
Contributed to innovative accessibility-focused game development for children with limb differences as part of Limbitless Solutions' mission to empower through technology.
Key Responsibilities:
- Built and integrated player-facing mechanics in Unreal as part of a 25+ person interdisciplinary team; delivered changes on tight playtest deadlines
- Translated playtest feedback from Bionic Kids into concrete gameplay changes (controls clarity, pacing, feedback/UI), improving moment-to-moment readability and engagement
- Shipped weekly iteration builds and partnered with design to rapidly scope, implement, and validate changes in short loops
Project Metrics:
25+Person Team3 MonthsDurationWeeklyBuild Cycles1Game Title SupportedTeam: Collaborative
Role: Assistant Scholar
Duration: May 2025 - July 2025
Engine: Unreal Engine 5
Skills: Unreal Engine, Team Collaboration, Accessibility Design, User Feedback Integration, Iterative Development, Game Training Systems
Education
Academic background and specializations
-
University of Central Florida
Degree: Bachelor's Degree
Major: Digital Media - Game Design
Focus: Systems Programming / Engineering
Minor: Computer Science
Expected Graduation: May 2026
Academic Highlights:
- Admitted through UCF's prestigious Top Ten Knights Guaranteed Admission Program
- Awarded Bright Futures Florida Academic Scholars scholarship with 100% tuition coverage
- Recipient of Pegasus Silver Scholarship for academic excellence
- Made President's Honor Roll for 5 consecutive semesters (4.0 Semester GPA)
- Member of UCF Marching Knights for four years, achieved Section Leadership position
- Won 1st place at UCF Game Development Knights Summer Game Jam 2024
- Mentored 2 students in Unity game development for Game Development Knights club
- Served on staff for UCF's Esports team, supporting competitive gaming operations
- Led programming efforts on multiple semester-long collaborative team projects
- Developed expertise in Unity, Unreal Engine, C++, Java and C# through coursework and projects
Relevant Coursework:
- Intermediate Game Development
- Data Structures & Algorithms (Computer Science)
- Object-Oriented Programming
- Game Workshop
- Game Performance & Optimization
- Unity Tools and Plugins
-
Indian River State College
Program: Dual Enrollment - Engineering
Duration: January 2021 - May 2021
Program Focus:
- Enrolled in Engineering track to explore STEM foundations
- Completed General Education Program (GEP) requirements before university
- Gained early exposure to college-level coursework and expectations
- Developed time management skills balancing high school and college classes
- Became acclimated to college life and academic rigor while still in high school
- Built strong foundation for transition to University of Central Florida
Key Achievements:
- Successfully completed college credits while maintaining high school obligations
- Reduced time-to-degree at UCF by completing prerequisite courses early
- Demonstrated academic initiative and readiness for higher education
- Explored engineering discipline before committing to game design specialization