Work Experience
Professional roles and key accomplishments
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Mystic Die LLC
Position: Producer & Technical Director (previously Mechanics Engineer and Lead)
Co-producing a team of 30+ at an indie studio specializing in turn-based RPG development in Unreal Engine, and serving as Technical Director over every change that enters the codebase.
Key Responsibilities:
- Co-produce a 30+ person team across 8 departments, coordinating 200+ tracked tasks across 6 sprints and measured against dated milestones
- Serve as Technical Director, reviewing all code entering the project against a C++ standard, module architecture, and Blueprint diff pipeline I authored
- Hold the interim narrative lead role, directing beat sheets, character profiles, and the Ink dialogue pipeline while the position is filled permanently
- Lead the studio web backend: a GitHub Projects front end with sprint and per-person stats, a Django and React employee dashboard, and the public-facing site
- Built the engine-level foundations the team commits through: a nullable vector type, the module architecture, a Blueprint digest pipeline producing 78 committed digests, and an in-house version control application
Previously, as Mechanics Engineer and Lead:
- 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%)
Studio Projects:
- Reconnection - turn-based RPG in Unreal Engine 5, in production for a Steam release
- Internal studio tooling - a GitHub Projects front end, an employee dashboard, a shared mood board, and a Slack reference application
Production Metrics:
30+Team Members Produced200+Tasks Tracked8Departments Coordinated78Blueprint DigestsTeam: 30+ at Mystic Die LLC
Role: Producer & Technical Director
Duration: August 2025 - Present
Engine: Unreal Engine 5
Skills: Production, Team Leadership, Code Review, Technical Standards, Unreal C++, Blueprints, Python Tooling, Django, React, PHP, Technical Documentation, System Design
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Starchild PBC
Position: Gameplay Engineer (full-time)
Gameplay, animation, and AI engineering on an unannounced Unreal Engine 5 title shipping to iOS. The project is under a non-disclosure agreement. The title, characters, artwork, and implementation details are withheld, and no source, screenshots, or reproducible technical description appear anywhere in this portfolio.
Key Responsibilities:
- Contribute gameplay, animation, and character AI features across an Unreal C++ codebase, a Swift native framework, and TypeScript behavior scripts, with 19 merged pull requests into a 24-contributor project
- Work on early Apple Intelligence integration in prerelease Xcode 27 and iOS 27 betas, adding runtime selection between the on-device model and a cloud backend
- Implement on-device and cloud text embedding in the portable agent library, spanning Swift and C++ with tests on both sides running in CI
- Extend the character AI's input surfaces, including image input and speech recognition that delivers spoken input to the agent as text
- Author behavior scripts for the companion character against a JavaScript runtime embedded in the engine, and tune animation layering alongside the art team
- Grow the project's automation test coverage, and make Windows builds reproducible across the team by pinning the compiler toolset
Engineering Metrics:
240+Commits5Languages in Daily Use19Merged Pull RequestsiOSShipping TargetTeam: Startup Studio
Role: Gameplay Engineer
Duration: April 2026 - Present
Engine: Unreal Engine 5 (iOS)
Skills: Unreal C++, Swift, TypeScript, Python, iOS, On-Device ML, LLM Integration, Animation Systems, Automation Testing, CI/CD, Build Systems
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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
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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
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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
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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
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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
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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
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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