I'm a Game Programmer whose expertise spans the full spectrum of development, from high-level engines to low-level C++. I have proven experience architecting scalable systems in Unity, implementing C++ only gameplay in Unreal, and building custom engines from scratch with OpenGL and ECS. My passion is solving complex architectural problems with clean, optimized code.
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Role: Solo Developer
Context: Personal Project Platform: Mobile Engine: Language: Architecture: Component Based Model A self taught 3D Third-Person Shooter for mobile, built as my foundational project during vocational high school (SMK). This was my first practical implementation of core concepts, including game engine structure, gameplay logic, mobile touch controls, and basic enemy AI. |
Role: [Lead] Gameplay Systems Developer
Context: Professional Work @RoleplayStudio Platform: PC [Windows] Engine: Language: Architecture: Design Pattern[Singleton, State] Returning to the project I first built as an intern, I was hired back as Lead Programmer to spearhead a critical technical rebuild. The previous 'scene-per-quest' structure had caused severe performance issues. I re-architected the entire game to use a 'scene-per-location' model, building a dynamic quest system that spawns prefabs (triggers, characters) via script. This involved designing a custom Singleton/State framework (with a unified state for this single-player game) and seamlessly integrating it with the existing Adventure Creator plugin. |
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Role: Solo Developer
Context: Personal Project Platform: PC [Windows] Engine: Language: Architecture: Unreal Gameplay Framework My first solo journey into Unreal Engine: a 3D platformer. This project was a comprehensive challenge, from learning 3D modeling for its assets to implementing enemy AI with Behavior Tree. |
Role: Engine Programmer
Context: 2-Person Team Project Platform: PC [Windows] Engine: Custom Engine [OpenGL | GLM | GLFW | ImGUI] Language: Architecture: ECS | Design Pattern [Singleton, State, Factory] This two-person project was a deep dive into high-performance C++ and architecture. As the sole programmer, I designed and implemented a custom engine from scratch, built entirely around an Entity Component System (ECS) to move beyond OOP and achieve high performance. This involved writing the entire graphics pipeline (Shaders, VAO/VBO/EBO) using OpenGL, handling window/input with GLFW, and using ImGui for UI. All game logic, including collision math (using GLM) and data-driven levels (from JSON), runs within this custom ECS framework. |
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Role: Solo Developer
Context: Personal Project Platform: PC [Windows] Engine: Language: Architecture: Unreal Gameplay Framework A fast-paced FPS built as a C++ only challenge in Unreal Engine. The objective was to implement all gameplay logic without Blueprints, forcing a deep dive into the Unreal Gameplay Framework (GameMode, PlayerController, etc.). All 2D pixel assets were also created independently for this project. |
Role: Gameplay Systems Developer
Context: Indie Team @AegisStudio Platform: PC [Windows] Engine: Language: Architecture: Design Pattern[Singleton, State] Originally a successful Unreal Engine game jam entry, this team project is now being rebuilt in Unity to optimize performance. My primary role is architecting this new version, building a custom, modular framework from the ground up. This includes implementing core systems (Singleton, State Pattern) and a scalable Player State manager designed to handle the game's local co-op features. |
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Role: Gameplay Systems Developer
Context: Indie Team @AegisStudio Platform: PC [Windows] Engine: Language: Architecture: Design Pattern[Singleton, State] On Team Aegis's third project, my role involved architecting the core systems and implementing player gameplay. A key design decision for this single-player game was to create a unified State Manager, combining GameState and PlayerState. This pragmatic approach simplified the architecture while still leveraging the power of the State and Singleton patterns. |






