All Projects

Detailed showcase of my game development work

  • ⚔️ NOW IN PRODUCTION AT MYSTIC DIE LLC ⚔️
    Reconnection

    Reconnection is a narrative-driven turn-based RPG set on the continent of Duns. The eastern empire of Serontil pushes into the ancestral lands of Gelantis (Aztec/Incan-inspired) and Ysgilati (Iroquois/Cherokee-inspired). Players navigate conquest, identity, and resistance through tactical combat and narrative choice.

    As Lead Engineer on the original 2025 to 2026 production, I built the complete turn-based combat system in C++ with a Blueprint-extensible architecture. After GDC 2026, co-producer Jadyn Englett and I grew the team to nearly 30, and production resumed in May 2026 under Mystic Die LLC from a clean repository, targeting a playable demo at UCF's Showcase and a full release on Steam.

    The expansion also changed the scope of my responsibilities. I co-produce a team of more than 30 across eight departments, coordinating a board of over 200 tracked tasks across six sprints and measured against dated milestones. As Technical Director I review every change that enters the project against a C++ standard and module layout I authored. I additionally hold the interim narrative lead position while the role is filled permanently, and I lead the studio's web backend. I carry these responsibilities alongside a full-time engineering role at Starchild PBC. The engine and tooling work below follows from those responsibilities: at this team size, code review and version control cannot remain informal.

    Key Technical Contributions:

    • Nullable Vector Type mirroring the full FVector API, with a complete Blueprint surface
    • Blueprint Digest Pipeline making binary .uasset changes reviewable in pull requests
    • In-House Version Control App wrapping build, editor launch, and time tracking over Git
    • Studio Production Tooling including a PHP front end over the studio's GitHub Projects board with sprint and per-person statistics, and a Django and React employee dashboard
    • Module Architecture & C++ Standard the engineering team codes against, enforced through Technical Director review of every commit
    • D&D-Inspired Combat System in C++ for the original production, with dice rolls, initiative order, and utility-scored enemy AI

    Team Size: ~30 at Mystic Die LLC

    Team Role: Producer & Technical Director

    Time: Aug 2025 - Feb 2026; resumed May 2026 (ongoing)

    Engine: Unreal Engine 5

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  • VAC-ation Denied: Steam Bans Data Study

    VAC-ation Denied is a personal data research project analyzing a dataset of 3,993 Steam banned accounts across 1,312 games to answer questions VAC never explains: which games produce the most cheaters, do high-hour players cheat more, when did ban waves cluster, and what does a repeat offender profile actually look like?

    I pulled the dataset from Steam's public API, cleaned and processed it across three CSV files, and built fully interactive Chart.js visualizations with sliders, filters, and toggle controls directly in the browser. The result is an explorable case study in anti-cheat behavior, player psychology, and data storytelling.

    Key Technical Contributions:

    • Interactive Visualizations: Five Chart.js charts with real-time filter controls, dual-range sliders, and toggle buttons
    • Timeline Explorer: Stacked ban-type chart with draggable zoom across 20+ years of ban history
    • Playtime Distribution: Histogram comparing VAC vs. game ban player profiles at time of ban
    • Repeat Offender Analysis: Identifying and profiling the 316 accounts banned more than once
    • Top Games Ranking: Dual-mode chart toggling between ban count and average hours per title

    Team Size: 1

    Team Role: Creator

    Time: 2026

    Tool: Data Analysis

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  • 2024 D&D Fitness Math Model

    The 2024 D&D Fitness Math Model is a personal research project examining how balanced D&D 5e classes are at first level in combat. Using objective metrics for combat effectiveness and feature complexity, the model provides a data-driven view of class balance across all 12 core classes.

    As the sole researcher, I developed a custom Fitness Score combining starting health, hit rate, average damage, and damage block for each class, then compared that score against a Complexity Score derived from each class's first-level feature count. The result reveals which classes offer the best power-to-simplicity ratio and which carry significant rules weight for relatively modest combat returns.

    Key Research Areas:

    • Fitness Score Modeling: Quantifying combat effectiveness across all 12 classes using four objective metrics
    • Complexity Analysis: Ranking classes by number and type of first-level features
    • Correlation Study: Examining the relationship between combat power and rules complexity
    • Composite Ranking: Identifying which classes are the best deal for their rules investment

    Team Size: 1

    Team Role: Creator

    Time: 2024

    Tool: Data Analysis

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  • Artkana

    Artkana is a 3D side-scrolling momentum platformer built around a graffiti aesthetic and a dynamic upgrade system, currently in development at Slipstream Studios.

    I joined the team as Lead Engineer based on my C++ work on Reconnection. My core focus is tearing down the legacy Blueprint architecture and rebuilding it in organized, performant C++, giving the design team a solid and extensible foundation.

    Key Technical Contributions:

    • Blueprint to C++ Refactor: Dismantling spaghetti Blueprint logic and rebuilding it as clean C++ class hierarchies.
    • Upgrade System Overhaul: Redesigned the upgrade pipeline to be modular and extendable for the design team.
    • Performance Optimization: Eliminating unnecessary actor ticks and event loop overhead to free up CPU budget.

    Studio: Slipstream Studios

    Team Role: Lead Engineer

    Time: 2026 - Present (ongoing)

    Engine: Unreal Engine 5

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  • COLDSNAP

    COLDSNAP is a game from Icebreak Studios, released on Steam, for which I served as contract composer from February to April 2026.

    As Composer, I wrote five original tracks that carry the game's atmosphere, each built for seamless looping and a shared musical identity across the soundtrack. All five shipped with the game.

    Original Soundtrack (5 Tracks, Released):

    • Insulatus Cadmus - Atmospheric foundation track (1 week)
    • Frozen Rust and Greed's Dust - Dramatic thematic composition (2 weeks)
    • Infernic Flare - High-energy climactic sequence music (9 days)
    • Cor Reclamare - Reflective mid-soundtrack theme
    • The SNAP Epic Begins - Main menu theme

    Studio: Icebreak Studios

    Team Role: Contract Composer

    Time: February 2026 - April 2026

    Focus: Original Game Music

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  • Solar Scavenger

    Solar Scavenger is a space-themed survival game created for the FIEA Game Jam 2026. Players must escape the dying Icarus-XIII star while being pursued by scavengers and pirates in this intense 48-hour jam project.

    As Gameplay Engineer, I built the chunk-based procedural generation system, resource management economy, and physics-driven ship controls. The project emphasized performance optimization through object pooling and dynamic sector loading for an infinite open-world experience.

    Key Technical Contributions:

    • Procedural Chunk Generation for infinite space exploration
    • Adaptive Object Pooling for performance optimization
    • Strategic Resource Management with scavenging gameplay
    • Physics-Based Controls for space movement
    • Responsive Systems tying difficulty, spawn rates, and lighting to player progress
    • Progressive Music that responds to game state

    Team Size: 4

    Team Role: Gameplay Engineer & Composer

    Time: 48 hours

    Engine: Unity 6

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  • Fearosis

    Fearosis is a strategic mobile simulation game where players engineer and propagate complex threats. The title features a robust stat-based simulation engine that manages complex interactions across dynamic populations.

    As Lead Engineer and Composer, I architected the core simulation systems, including a custom A* pathfinding solution and a binary save system. I optimized the codebase for mobile performance using object pooling and event-driven architecture to handle complex calculations on limited hardware.

    Key Technical Contributions:

    • Stat-Based Simulation with dynamic events and reactive spreadability
    • Reactive Upgrade Tree with dynamic unlocking
    • A* Pathfinding for custom agent navigation
    • Dynamic Object Pooling for mobile optimization
    • Binary Save Serialization keeping player data out of plain text
    • Advanced Music Loop with seamless transitions

    Team Size: 7

    Team Role: Lead Engineer & Composer

    Time: September 2025 - December 2025

    Engine: Unity 6

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  • Reactive Skies

    Reactive Skies is a technical showcase demonstrating real-time cloud data integration. It features a live weather system that synchronizes in-game environments with real-world meteorological data via OpenWeatherMap API.

    I implemented the backend using PlayFab for user authentication and cloud data storage. The project utilizes custom caching strategies to minimize API calls and optimize bandwidth usage.

    Key Technical Contributions:

    • REST API Integration with OpenWeatherMap for real-time data
    • Cloud Backend Architecture using PlayFab for auth and storage
    • Custom Serialization for persistent player states

    Team Size: 1

    Team Role: Creator

    Time: 1 week

    Engine: Unity 6

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  • Deadtective

    Deadtective is a puzzle-adventure game developed for the Jamsepticeye Game Jam, where it competed against thousands of entries.

    I engineered a dual-world mechanic allowing players to toggle between reality and spirit realms instantly. The system utilizes complex 2D raycasting and custom collision layers to manage interactive objects across two simultaneous game states.

    Key Technical Contributions:

    • Dual-World State Management with seamless switching
    • Object-Oriented Interaction System for scalable puzzle mechanics
    • Drag-and-Drop Inventory for puzzle item handling
    • Raycasting and 2D Collision Layers for world-specific interactions

    Team Size: 7

    Team Role: Lead Engineer

    Time: 4 days

    Engine: Unity 6

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  • Bysen Says

    Bysen Says is a rhythm-action accessibility game developed for the Limbitless Solutions Super Bionic Bash. The team delivered a complete musical experience in under 72 hours using Unreal Engine 5.

    As a Gameplay Engineer, I engineered the rhythm verification system using Unreal's Quartz Audio Clock for sample-accurate input timing. I optimized the input pipeline to eliminate latency, which rhythm gameplay depends on, and implemented a modular gamemode architecture that allowed for rapid iteration of musical patterns.

    Listen to the original music:

    Key Technical Contributions:

    • Quartz Clock Implementation for sample-accurate rhythm synchronization
    • Input Latency Optimization for tight gameplay responsiveness
    • Modular Gamemode Architecture for rapid minigame prototyping
    • Dynamic Audio Integration linking gameplay state to music
    • Accessibility-First Design ensuring inclusive player experiences

    Team Size: 6

    Team Role: Gameplay Engineer & Composer

    Time: 3 days

    Engine: Unreal Engine 5

  • Campfire Cryptid

    Campfire Cryptid is a survival horror minigame collection that won 1st Place at the UCF Game Development Knights Summer Jam 2025. Built in just 48 hours, the project required rapid iteration and precise scope management to deliver a polished experience.

    As Producer and Lead Engineer, I architected the central game state system using Scriptable Objects to manage dual timers and scene transitions without persistent data loss. I implemented the core gameplay loops for fishing, fire tending, and the climactic defense sequence, ensuring seamless interaction between varied mechanics.

    Key Technical Contributions:

    • Scriptable Object Architecture for global state management
    • Dual-Timer System creating escalating tension
    • Rapid Prototyping of multiple distinct minigames
    • Raycasting & 2D Physics interaction implementation
    • Dynamic UI feedback systems

    Team Size: 4

    Team Role: Producer & Lead Engineer

    Time: 48 hours

    Engine: Unity 6

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