Building an Interactable System in Unreal Engine
In many first-person or third-person games, a core feature is the ability to look at and interact with objects in the world whether it’s opening a door, pick...
A gameplay programmer
Hey there! I’m a game developer with over 10 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 posts 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!
In many first-person or third-person games, a core feature is the ability to look at and interact with objects in the world whether it’s opening a door, pick...
Techtonica is a first-person factory automation game I helped bring to life as part of a dedicated team.
One of the invisible but critical roles of a gameplay programmer is making design decisions that haven’t been explicitly defined. Often, the design spec stop...
Porting a project from Unity to Godot as a solo developer introduced a need I hadn’t encountered before: How do I retain the same project architecture and ut...