Project
Cryptical Path
Professional tools and procedural generation work to support level design and dungeon construction.
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I have used C# almost daily for years. It started as the fastest language for student prototypes and jam work, then became central to my professional work in Unity for both gameplay and tools programming. It remains the language most closely tied to the production side of my portfolio.
Projects
Project
Professional tools and procedural generation work to support level design and dungeon construction.
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Tool programming and technical support work on a Netflix mobile title developed with Ubisoft.
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Gameplay programming on a mobile idle game with FTUE improvements, optimization work, and liveops tooling.
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Post-launch gameplay work on a licensed mobile title, including boss content and procedural daily modes.
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Gameplay programming on a free-to-play mobile game, including a new mode and a localization system.
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Project
Bachelor project focused on large-scale pathfinding, formation movement, and dynamic obstacle avoidance in Unity DOTS.
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Project
School project about generating a 3D spaceship interior and solving the runtime issues that come with it.
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Project
Jam project built around a ScriptableObject-driven event system for a die-and-retry and visual novel hybrid.
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Project
Solo school project and early exploration of AI and procedural generation in Unity.
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Project
Contract work to help finish a narrative game by cleaning existing code and building reusable systems for designers.
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Project
Six-month internship mixing AI, procedural generation, and early prototype world-building in a professional environment.
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Project
Short professional contribution to help finish a VR asymmetric multiplayer game before launch.
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Project
First finished jam project and first collaborative game development experience.
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