Game development · C++ · Tools
Projects
Games I’ve helped lead, solo projects, and systems I’ve built for Unreal Engine.
Games
Coldwater Hollow
Solo DeveloperMy active solo horror project: a lakeside night shift, everyday responsibilities, and a growing sense that something is wrong.
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Good Kill!
Lead Programmer · Gamegine GamesTechnical leadership on a helicopter FPS: gameplay architecture, enemy AI, weapon systems, procedural animation, and performance optimization.
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Night Record: Thin Walls
Lead Programmer · Althera GamesLead programming on a released horror title, owning enemy AI, chapter direction, inventory, and core gameplay systems.
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Kongar: Awakening
Lead Programmer · Vasanta GlobalTechnical leadership on an ARPG: core architecture, Gameplay Ability System integration, combat, quests, inventory, and optimization.
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Banish of Fear
Solo DeveloperA solo first-person horror project covering gameplay, level design, lighting, and atmosphere. Development is currently on hold.
View projectPlugins & tools
Enhanced Tick System
Plugin DeveloperAn open-source Unreal Engine tick management system with batching, priorities, conditional updates, and profiling support.
View projectObjectRecycler
Plugin DeveloperA modular, Blueprint-friendly object pooling system for Unreal Engine.
View projectDismemberment
Plugin DeveloperAn Unreal Engine dismemberment system with limb separation, weapon dropping, and configurable body-part data.
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Auralis · Fab Marketplace
Plugin DeveloperUnreal Engine plugins, reusable gameplay systems, and developer tools published under Auralis.
View projectGameplay systems
Root Motion Movement Component
A custom movement component that builds dashes and knockbacks from plain numbers and hands them to the character mover — animation stays cosmetic.
View projectAI Tactical System
A utility-based AI that decides when to attack, dodge and reposition — pressure, distance and threat all feed a single decision score.
View projectGAS Combat Framework
Gameplay ProgrammerA data-driven combat framework built around GAS, hitbox resolution, input buffering, damage, knockback, and stagger.
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