George Carter

// Full Sail University • B.S. Game Development • Class of 2026

GEORGE CARTER

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

About Me

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.

// Engineering background: 16 years as a Mechanical Engineer — Chief Engineer at Barrett Trailers, embedded engineer at Tesla, and a decade of team leadership. That foundation in systems thinking, iterative design, and technical precision transfers directly to engine logic and gameplay architecture.
Unreal Engine 5
Unity
C++ / Blueprints
C#
AI Behavior Trees
State Machines
Procedural Gen
UI & UX Systems
Save / Load Systems
Physics Systems
GitHub / Perforce
Vulkan (Intro)
SolidWorks API
AutoCAD / Creo

02 // Work

Projects

Clockwork Horrors screenshot
May – Jun 2025

// Horror FPS

Clockwork Horrors

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.

FPS AI Behavior C++ Unreal Engine XP Systems
↓ Download on Itch.io
Dr. Malware screenshot
Sep – Oct 2025

// Puzzle Game

Dr. Malware

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.

Puzzle C# Unity Save/Load Seed Logic
↓ Download on Itch.io
George Carter GitHub Profile

// Source / Hub

GitHub Profile

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#.

HTML CSS JavaScript Canvas API
↗ // View GitHub

03 // Engineering Tools

SolidWorks Automation Suite

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.

// Pipe & Fitting Builders 7 tools
Flange Filament-Wound Socket Concentric Reducer Builder Bell & Spigot Builder Elbow (Plain End) Flange Builder Single Flange Single Pipe
// Assemblies 4 tools
Full Pipe Assembly Full Pipe Pro Assembly Full Pipe Weldment Assembly Pipe Assembly
// Drawings, BOM & Data 5 tools
Drawing & BOM Generator BOM Creator Table Creator Properties Creator Data / Extract & Get Information
// Tank Tools 2 tools
Tank App Tank Tester
18Custom Add-ins
4Tool Categories
APISolidWorks / C#

04 // Systems

XenCore Engine

// XenCore Engine  —  Infinite Level Architecture
Featured System Loop Active
Rooms 10
Density 3
Secret:
0
Rooms
0
Enemy Spawns
0
Loot Nodes
0
Total Generated
Start Room
Key / Exit
Enemy Spawn
Loot Cache
Empty Room
Secret Room

Infinite Level Architecture

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

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

Experience

// Game Development

Apr 2026 – Present
Shadows of Beginnings
Team Nebula • Full Sail University
Horror-event logic, ambush triggers, encounter pacing, procedural generation final stage.
Sep 2025 – Oct 2025
Dr. Malware
Puzzle Game • Full Sail University
Virus mechanics, pill sequencing, seed-based logic across 5+ levels. Full save/load system preserving 100% player state.
May 2025 – Jun 2025
Clockwork Horrors
Team Clockwork • Full Sail University
Core FPS systems, AI behavior for Rifleman & Detonator Wraith, terrain and XP/resource systems.

// Engineering (16 Years)

Sep 2021 – Present
Chief Engineer
Barrett Trailers • Purcell, OK
Led redesigns across 6+ trailer lines. 40+ component upgrades cut material and fabrication costs 12–18%. Built a suite of SolidWorks add-ins to automate pipe, fitting, and tank design.
Apr 2020 – Sep 2021
Mechanical Engineer
Evolve / Tesla • Remote
Designed 120+ components for manufacturing systems across 3 Tesla groups.
Jan 2015 – Sep 2020
Engineering Manager
Urban Farmhouse Designs • OKC
Led 8–12 person team. Oversaw 300+ SKUs across furniture and fixture lines.
2007 – 2015
Mech. Engineer → Manager
Titan Tanks / Halliburton / MJ Lewis
ASME tank design, down-hole tool components deployed across 30+ countries, 200+ civil drawings.

06 // Contact

Let's Build Something

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.

ONLINE // George Carter • Full Sail • Game Dev • Class of 2026