// Full Sail University • B.S. Game Development • Class of 2026
Game Developer / Gameplay Programmer
/ Systems Architect
Building interactive worlds from scratch — specializing in gameplay programming, AI systems, and procedural generation. Backed by 16 years of engineering discipline that makes every system ship clean.
01 // Profile
I'm a game developer at Full Sail University (graduating June 2026) specializing in gameplay programming, AI systems, and UI/UX architecture in Unreal Engine (C++/Blueprints) and Unity (C#).
My focus is on building systems that create emergent, replayable gameplay — from procedural dungeon generators that loop forever to AI behavior trees that keep players on edge. I believe the best games reward curiosity and punish complacency.
02 // Work
// Action Adventure RPG
Team Nebula's action adventure RPG currently in development at Full Sail. Responsible for engineering dynamic horror-event logic and ambush triggers that control encounter pacing across multiple levels — keeping tension high and the player permanently off-balance. My contribution: the final stage uses a procedural generation system that loops infinitely, producing a new layout every run. Players think they can win. They can't. Unless they find the secret.
// Horror FPS
Built core FPS systems from scratch — movement, crouch/hide, and shooting. Engineered AI for two distinct enemy types: a Rifleman and a Detonator Wraith, each with unique behavior patterns. Also handled terrain and XP/resource progression systems.
// Puzzle Game
Engineered virus mechanics, pill sequencing, and seed-based level logic across 5+ levels. Built a full save/load system preserving 100% of player state — no progress lost, no shortcuts taken.
// Source / Hub
Full project history, source code, and repos — all public on GitHub. Browse shipped games, tools, and systems built across Unreal Engine, Unity, C++, and C#.
03 // Engineering Tools
A suite of custom SolidWorks add-ins built against the SolidWorks API to automate repetitive CAD work — generating parametric pipe, fitting, and tank geometry on demand, then producing the drawings, BOMs, and metadata that go with it. Same systems-thinking that drives my gameplay tools, applied to production engineering. Every tool below is built and working.
04 // Systems
The XenCore system generates a completely new dungeon layout every time the player advances. Using a seeded room-graph algorithm, corridors, enemy spawns, loot placement, and key location are all computed on the fly. Use the sliders above to control room count and layout density in real time.
The infinite loop is intentional. The player is always one key away from winning — but the game never ends. New level, every time, forever. Hover any room to inspect it. Unless you find what's hidden in the secret room.
05 // Record
// Game Development
// Engineering (16 Years)
06 // Contact
Looking for a game developer who ships clean systems and sweats the details? Whether it's a studio role, internship, or a collab — I'm listening.