Detail-oriented developer with a passion for crafting innovative and efficient applications. Proven ability to collaborate with multi-functional teams to deliver robust and efficient software solutions. Eager to contribute technical expertise, creativity, and a strong work ethic to a software development team. Seeking a job in software development.
You and a friend wake up from cryosleep to find your spaceship, a place once viewed as your home, has turned into a nightmare. Time is running out to repair your compromised and failing spaceship before it crashes into the Earth below. There’s not a moment to spare, how will you survive?
The game was made over the span of 20 hours in a team of 5 for a Halloween game jam. It is a idle pumkin farming game made with Unity. I was responsible for the AI critter systems and the sound systems within the game.
Winter's Dawn is solo academic project made over a few weeks, made using PIXI-JS, HTML-5 and CSS. The premise of this game is that the player must survive as long as they can, racking up score by advancing.
Test of Wills was a class group project that I worked on in a team of 4. Within this game the player must survive against different bosses in a bullet-hell environment. The game was programmed in C#, using Monogame as the engine. I organized and led the group, and designed the architecture of the game. Throughout the project, I was responsible for much of the programming, primarily gameplay, system architecture and data loading systems.
Tilt Labyrinth is a mobile marble maze game made within a team of 4. I was responsible for the input system of the game. I took advantage of the phones gyroscope technology. Allowing the user to tilt their phone to move the ball. Furthermore, I implemented a jump, which was activated by rapidly moving the phone up or down.
Arcaniac is a Doom-like Wizard FPS, where the player combines spells to defeat foes. I was responsible for the spell systems, minimap, and the level implementation of the game. The spell system used scriptable objects to dynamically combine elements and spelltypes to create unique spell combinations.
Blood on the Snow was a level that I created within Halo Infinite's Forge tool. It takes inspiration from older Halo levels, with clear linear design based and driving sections. The level length is around 10 minutes in total. I used the Forge's AI features as well as a heavy dose of scripting to create a unique experience. Note: Many of the assets within the level are from Infinite's Community Files.