Tiny Decisions, Big Impact - Processing Order in Idle RPG Combat
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...
A collection of 4 Posts
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...
In first-person games, small touches like the sound of footsteps can have a major impact on immersion. The challenge: our world was composed of a wide range ...
Implementing 100+ custom game mode settings to customize game play.
In a game built on a voxel-based terrain system with rounded terrain edges, we wanted player traversal to feel fluid and intuitive. However, players often fo...
A collection of 3 Posts
Techtonica is a first-person factory automation game I helped bring to life as part of a dedicated team.
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.
Shot in the Dark is a tense and challenging blending pixel-perfect platforming with precise point-and-click shooting mechanics which game I helped develop using Construct 3.
A collection of 2 Posts
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...
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...
A collection of 4 Posts
I was responsible for implementing the Quest Journal UI, a dynamic menu system that enabled players to track quest progression and control task visibility wi...
As part of a broader UI refactor, I was responsible for engineering the Settings Menu system with a focus on making it scalable, designer-friendly, and respo...
In our game, the player’s inventory was designed to scale with no hard item limit a potentially infinite list of items. This design offered flexibility, but ...
The Log Menu was designed to give players access to a full transcript of previously played narrative dialogue, including the ability to replay voiced lines. ...