As a Unity Developer with over 3 years of experience, I understand game development from top to bottom. And having worked most departments including: Character Art, Animation, Sound Design, Audio Engineering, Game Mechanics Programming, UI Programming, I can contribute to a team effectively with my deep understanding of the components that go into making a game.

Unreal Engine is incredibly powerful, and as the second most popular game engine behind Unity, it pays to be familiar. I have over a year of experience developing within Unreal and I must admit, it’s giving Unity a run for its money. It handles 3D incredibly well, and its VR and AR capabilities are going to be what set it apart from the competition. If you choose Unreal over Unity, you are not making a mistake, and I will be more than comfortable working within its parameters.

Launched Title Experience


I’ve brought ideas to life by producing an Android/iOS game called Fin Vs. Fang. This was a solo project, and I produced all the content that appears in the game including art, animation, and scripting. I have also worked alongside team members as a programmer, tester and developer for projects that will be released shortly. I hang my hat on my ability to write clean, adaptable code that coexists seamlessly with the rest of the project’s assets.

Collaboration through GitHub


I have experience working with gists and version management. I have code on GitHub that demonstrates my ability to use these tools effectively as well as demonstrate my expertise in audio management specifically. I have written code contributing to player movement, collision handling, enemy spawning, score management, User Interface, environmental effects, sound FX, and background music. For audio management, I have written code like that which appears on GitHub that handles crossfading, looping, oneshots, and volume of cues. I have also used middleware including FMOD and Wwise to handle such procedures.

A Process Piece


In this video, I go through the process of how I tackled the mechanics for a rhythm game and how I solved a specific player movement problem by thinking outside the box. I explain how the environment itself can get involved in game mechanics like player movement, and I walk through how the code I wrote works. I have a deep understanding of C# and JavaScript, and a familiarity with C++ and HTML. My focus has been object oriented programming for the last several years as I have approached the majority of my projects with an object oriented procedure.

A Mockup

Below is a mockup I made for a rhythm game that follows an RPG storyline. The majority of the assets that appear in game are included along with descriptions of how they function and interact with the player. Also within the mockup are outlined quest points that cite both an initial location and eventual destination, and I’ve included a brief synopsis of the game mechanic involved in that quest. This is an example of how detailed my process is when coming up with a concept and strategy early in development. Because the map is so large, a script has been embedded that allows you to mouse over a section to magnify it.