Portfolio

Things I've built.

Game development is my focus, but I build across the stack. Here's a mix of gameplay, graphics programming, and production software.

Game Team of 3

Nightfall

A 3D action game built with a team of three in Unreal Engine 4, where you take on contracts, craft consumables and traps, and fight through atmospheric arenas. It's the project I'm proudest of, and home to the system I had the most fun engineering.

My role: Gameplay Programmer · C++ · one of three developers
  • Designed and built a real-time predicted trajectory systemit simulates a throwable's flight under gravity and collision, then renders the arc live as you aim
  • Programmed character controllers, abilities, and animations for two playable characters
  • Built all throwable items and traps, including the predicted-trajectory throw
  • Contributed to the crafting, contract, and progression systems
Unreal Engine 4 C++ Gameplay Systems AI
Nightfall title screen
◆ The Predicted Trajectory System, my proudest piece
◆ Combat, Effects & World
◆ Systems & UI
Graphics Solo

DirectX 11 Demos

A collection of real-time 3D scenes rendered in a DirectX 11 graphics project I wrote myself. You toggle between scenes at the press of a button. The point isn't the polish of any one scene; it's that the rendering underneath is all hand-written. This is where I got to understand computer graphics at a deeper level.

My role: Everything, C++ & HLSL, solo
  • Wrote the HLSL shaders from scratch, no engine doing the work
  • Implemented multiple lighting models (the Stonehenge scene shows several lighting types at once)
  • Handled texturing, materials, and a skybox across every scene
  • Built animated effects, including the moving water on the island scene
C++ DirectX 11 HLSL Real-Time Rendering
View the Code on GitHub
DirectX 11 solar system scene
◆ The Scenes
◆ See It in Motion
Solar system, orbiting bodies
Stonehenge, lighting in motion
Island, animated water
◆ Building the Fundamentals

Before the full engine, a series of graphics labs building up the core techniques, rasterizing lines, rotation and interpolation, and the first steps into 3D.

Line drawing algorithms
Line-drawing algorithms (DDA, Bresenham)
Rotation & interpolation
First trip into 3D

Written during my graphics coursework, a demonstration of low-level rendering understanding, shaders, lighting, and texturing built by hand, rather than a shipping engine. The lab work that led up to it is on GitHub too: Lab II, Lab III, and Lab IV.

Game Team

Office Warfare

A 2D platformer-shooter built with a team in Unity, where I took on the systems and physics work, including a custom water shader and the full inventory and pickup flow.

My role: Programmer · C# · part of a team
  • Built water shader physics for the game's water sections
  • Implemented moving platforms and level mechanics
  • Created the UI, inventory, and pickup systems
Unity C# Shaders Game Systems
View Code on GitHub
Office Warfare title screen
◆ Watch the Trailer
Software Solo

SkyLions

A mobile-first basketball tournament and game management app I'm building solo, "Blacktop Hoops HQ." It runs full tournaments or single games, with live scorekeeping and stats that roll up across every game a player has ever played, all wrapped in a 90's-arcade look.

My role: Everything, solo build · in progress
  • Designed a play-by-play event-log data modelevery stat is one event, and all scores and box scores are computed from that single source of truth
  • Full undo on every action; stats can be entered live or later from tape
  • Global player directory so a player's stats follow them across tournaments
  • Multi-step tournament builder, game rules, seeding, and prize splits
Blazor .NET EF Core SQLite
SkyLions home screen
◆ Players & Teams
◆ The Tournament Builder, a 3-step flow

In active development. Everything shown is test data.

Software Lead of 2

Fire-Tec Platform

A live equipment-management platform I led the development of, the system that runs a real fire-equipment business's day-to-day operations. Rentals, inventory, inspections, repairs, analytics, and training management, all in one place. Proof that alongside games, I build and ship serious production software.

My role: Lead Developer · led a two-person team
  • Led development of a production platform tracking 1,500+ pieces of equipment through repair, inventory, rentals, and training
  • Built an interactive inspection systema clickable turnout-gear diagram that flags repairs by garment layer and auto-estimates cost
  • Designed a full analytics dashboard: rental trends, inventory health, and a live service pipeline
  • Rebuilt the company's original desktop app into a modern web platform and migrated ~6,600 records
  • Deployed and maintain the full cloud environment, and manage a second developer
ASP.NET Core Blazor SQL Server EF Core AWS
Fire-Tec analytics dashboard
◆ Then & Now, a full rebuild

The same business, the same core job, rebuilt from the ground up. On the left, the original Windows desktop application I first built the company on. On the right, the modern web platform I rebuilt it into, with all ~6,600 records migrated across.

▼ Before · WinForms Desktop App
Original WinForms dashboard
▲ After · Blazor Web Platform
New web dashboard
◆ Interactive Inspection & Repair System
◆ Inventory, Rentals & Reporting

Live commercial software. Client names have been blurred for privacy. A deeper technical write-up is in the works.

Want to see more or talk shop?

I'm happy to walk through any of these in detail.

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