Hey there! I’m a game developer with over 9 years of software engineering experience. As a Gameplay Engineer at Fire Hose Games working on Techtonica, I honed my skills as a versatile generalist, focusing on developing core gameplay mechanics, features, and development tools across various projects.

Before that, I co-founded Possum House Games taking on diverse roles in production, programming, business development, and marketing, while teaching myself the many facets of game development along the way.

While there are countless game development technologies, techniques, and topics I’m eager to explore, the projects below showcase some of the most recent work I’ve completed and the areas I’ve had the privilege to dive deep into during development!

Techtonica

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Techtonica is a first-person factory automation game I helped bring to life as part of a dedicated team. Developed using Unity and C#, I contributed throughout its development cycle, from early access to its full release on Steam, Xbox, and PS5, including multiple content and feature updates that refined and expanded the player experience.

Contributions

  • Developed first-person player controller for seamless, responsive movement.
  • Engineered first-person camera controller to enhance player perspective and immersion.
  • Designed and implemented UI menus and HUD systems for intuitive player interaction.
  • Programmed complex machine functionality to support dynamic in-game interactions.
  • Integrated PS5 Trophies, Activities, and Game Intents to meet platform certification standards.
  • Implemented modular quest system functionality and gameplay design tools for content creators.
  • Led the design and implementation of a robust building system with smart snapping UX for precise and fluid construction mechanics.
  • Engineered custom game mode settings for flexible and scalable game modes.
  • Optimized conveyor belt logistics and construction for efficient automation and resource flow.
  • Developed and fine-tuned multiplayer gameplay systems to ensure smooth online experiences.
  • Integrated FMOD Audio to create dynamic soundscapes and interactive audio.

Space Cat 9

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Space Cat 9 Space Cat 9 is a roguelike platformer I helped develop using Unity and C#, featuring highly mobile platforming, intense boss battles, and a unique 9-lives system which hit a milestone where we confidently released a polished beta build on Itch.io.

Contributions

  • Developed responsive platformer controls for fluid character movement.
  • Designed and implemented intuitive menu UI systems.
  • Created robust editor tools to streamline content creation.
  • Built a versatile camera controller for dynamic perspectives.
  • Engineered modular enemy AI for flexible behavior design.
  • Integrated external tools and plugins to enhance development workflows.
  • Implemented a scalable cutscene system for cinematic storytelling.
  • Designed a dialogue system to support interactive narrative experiences.

Shot in the Dark

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Shot in the Dark is a tense and challenging game I helped develop using Construct 3, blending pixel-perfect platforming with precise point-and-click shooting mechanics which released on both Itch.io and Steam.

Contributions

  • Implemented a Level Select System, enabling seamless navigation between levels.
  • Created a Music Playback and Transition System, ensuring smooth audio transitions during gameplay.
  • Integrated Steam API for platform-specific features and functionality.
  • Implemented Steam Achievements, enhancing player engagement and progression tracking.
  • Enabled Save Data Management, ensuring reliable and efficient game state preservation.
  • Managed Build Releases on Itch.io and Steam, streamlining the deployment process for multiple platforms.