Malediction is a third-person puzzle platformer in which you play as a dark wizard trying to regain his lost powers. Over the course of the game, powers the player will have access to include time rewinding and telekinesis.
About my role on Malediction as the Lead Programmer:
  • Oversee a team of 3 programmers
  • Ensure interoperability of code between programmers
  • Define high-level architectural goals for the technical aspects of the game
About my role on Malediction as an AI Programmer:
  • Implement AI designs in code
  • Provide methods for designers to modify AI behavior without requiring code changes
Things I worked on:
  • AI System for boss enemies
  • Attack system for a boss enemy
  • Health system for players and enemies

Project Alpha (Working Title)

  • Status: Prototype (Shelved)
  • Role: Programmer and Game Designer
  • Team: Personal Project
Project Alpha is a third-person dungeon crawler in a cyberpunk setting.
I worked on this game for a few reasons, to:
  1. Teach myself about game AI in a practical way
  2. Familiarize myself with the Unreal Engine
  3. Refresh my knowledge of C++
Things I worked on:
  • Basic AI System
  • Health and Attack Systems
The game was shelved at the end of August 2016.


Status: Shipped

Role: Programmer

Team: Salty Hamster Games
Frankenship is a top-down space shooter in which players fight to the death with dilapidated spaceships made by their opponent. Players collect the parts for their ship, then build their opponent's ship, then battle to the death. The last ship remaining is the winner.
About my role on Frankenship:
  • Managed Git repository for the team
  • Helped implement the design of the game
Systems I Implemented or Wrote:
  • Input wrapper for the Unity Input Manager that allows for use of controllers and mouse and keyboard with consistent variable names
  • Health/damage system for the ships
  • Camera zoom based on distance between ships
  • Return improperly placed ship parts to their spawn point
  • Main menu and the pause menu