Design decisions.
Systems that support them.
Case studies and projects spanning AAA combat, adaptive AI, gameplay programming, engine architecture, networking, and low level systems.
01 / FEATURED CASE STUDIES
Where design meets implementation.
My strongest work in AI, combat, gameplay systems, and the engineering that makes iteration possible.

DESIGN CASE STUDYAAA TEAM · AI · COMBAT
State of Decay 3 ↗
Associate Gameplay Designer · AI and Combat

DESIGN + ENGINEERINGTEAM OF 18 · BOSS AI · COMBAT
Crimson Knight ↗
Programming Lead · Gameplay and AI Designer

ENGINEERING PROJECTSOLO · C++ · ENGINE ARCHITECTURE
C++ Game Engine ↗
Engine Programmer

DESIGN + ENGINEERINGTEAM OF 6 · GAMEPLAY SYSTEMS
Bloons TD5 ↗
Systems Programmer
02 / GAMEPLAY & SYSTEMS ENGINEERING
From low level builds to networked play.
Player facing systems across custom runtimes, fixed point physics, rendering, multiplayer, and commercial engines.
03 / TEAM PROJECTS & EARLIER WORK
Earlier work. Broader range.
A team based strategy prototype and earlier games that built my foundation in AI, procedural gameplay, and technical problem solving.





