I implemented the gameplay systems from the classic arcade game Pac-Man, which includes tile-based map generation, grid-aligned movement, and ghost AI using a custom A* pathfinding implementation.
I also implemented a complete set of game UI (start, options, pause, and game over menus), and iterated on the game's look and feel via Blueprints.
I implemented procedural world generation and character controls for a 3rd-person factory automation game in Unity.
This includes work on the Mixamo animation state machine, as well as look and feel: sound effects, stylized water, rule tiles, and Cinemachine camera authoring.
I implemented a clone of the mobile game Dots: a minimalist, match-three gameplay system in Unity that is playable in web browsers.
The game features a custom-written shader in GLSL for the game's progress bar.
I single-handedly designed, implemented, and published an augmented reality game (made in Unity) to the iOS App Store.
I re-designed and implemented the UX for a Unity app belonging to a music education business, and re-published the app to the iOS and Android app stores.
A selection of my latest, or most popular game dev tutorials.
Starting tips for avoiding widget spaghetti
On how to set up debug symbols for Unreal Engine C++ on Macs
Make your character come to life with Mecanim, Cinemachine, and Input System.
A talk presented at Unity NYC's March 2023 meetup.
Learning Metroidvania design by dissecting the PICO-8 game, Metrash.