Game Developer & UI Programmer

I create player-focused game systems and interfaces in Unreal Engine 5 and C++. From modular HUDs and interactive menus to AI behaviors and save/load systems, I design features that are both robust and polished.

Selected Projects

Case studies with short write-ups. Each card links to details, code, or builds if available.

Lucid Lens thumbnail

Lucid Lens — State-Driven Gameplay & UI (UE5)

A collaborative Unreal Engine project built around mask-based gameplay modes. I designed a Blueprint-driven state manager for mode switching and implemented UI systems and UX flow to ensure clarity across gameplay states.

  • Unreal Engine 5
  • Blueprint State Management
  • UI / UX Design
  • Gameplay Flow
  • Team Collaboration
SkiiFree '26 gameplay thumbnail

SkiiFree ’26 — Classic Remake & Gameplay Systems (Solo)

A solo remake of the classic 1991 SkiFree game, rebuilt with modern systems while preserving the original’s fast, readable gameplay. Designed and implemented end-to-end: movement, obstacles, enemy logic, scoring, and game flow.

  • Solo Project
  • Classic Game Remake
  • Gameplay Systems
  • State-Driven Logic
  • Player Feedback
Save/Load UI System thumbnail

Save/Load UI & Persistence (UE5 C++)

A robust slot-based save system with rename flow, date/time metadata, and cross-level persistence. Rebuilt from Blueprint to pure C++.

  • C++
  • Unreal UMG
  • Data Persistence
Winter Break Game Jam thumbnail

Winter Break Game Jam — Gameplay Systems (UE5)

Rapid-development Unreal Engine project focused on stabilizing gameplay, rebuilding a broken PlayerController in C++, and enforcing state-driven flow.

  • Unreal Engine 5
  • C++
  • Game State
RogueLike2D

RogueLike2D — Turn-Based Systems (Unity)

A classic 2D roguelike focused on deterministic turn-based movement, procedural dungeon generation, and AI behavior.

  • Unity 2D
  • C#
  • Turn-Based AI
The Verdant Paths – Wanted

The Verdant Paths — Wanted

Seeking 2D artists to collaborate on a systems-driven roguelike. Wizards, fungi, crystals, and procedural exploration.

  • Collaboration
  • 2D Art
  • Roguelike

About

Father, builder, and lifelong learner transitioning into professional game development.

Contact

Reach out for collaboration, roles, or to talk game systems and UI.