Games
Games built on my own time.
Created couch multiplayer minigames with AI opponents.
- Built Behavior Tree bots that predict the ball's path and steer it to targets.
- Made data-driven Unreal GAS power-ups, with payload-configured variations.
- Rubber-banded power-up odds with per-item score curves.
Made a third-person platformer shooter work on spherical planets.
- Built A* on spherical planet meshes since Unity NavMesh couldn't handle it.
- Made async planet transitions that generate and load the next planet mid-launch.
- Built a sensor-based rigidbody controller for planets.
- Generated cube-sphere planets at runtime, with a two-level LOD system.
Made physics-driven tennis play like an arcade game.
- Created a fixed-step ball physics predictor that drives swings and AI.
- Built a swing selector that syncs animations to predicted ball arrival.
- Buffered swing input across Update/FixedUpdate, fixing lost presses above 50 fps.
- Built a ball launch algorithm that fits angle and speed to the aimed box.
Designed an action shooter on the fusion method for educational games.
- Built a collectable spawning system that adapts to the player's learning pace.
- Created a weighted enemy spawner with rubber-banding and snowball prevention.
- Pooled all runtime spawns, sizing the pools from measured expected growth.
- Built an encrypted save system, composing eight subsystems on one interface.
Libraries
Reusable code for my games.
Created a reusable layer of systems and tools for my games.
- Built a centralized object pool serving Unreal actors, UObjects and UMG widgets.
- Created a data-driven FSM that reuses states: allocation-free after init.
- Gave UMG widgets a component system for reuse: animation, fades, locking.
- Built local-multiplayer controller management with device-stable seats.
Collected and refined frequently used systems into a base for my games.
- Designed a framework that provides DI and a service locator with scoped lifecycles.
- Built gameplay systems: ragdolls, interactions, ground detection and modifiers.
- Built a Unity visual logger that records and replays debug-draw commands.
- Created data-driven catalogs for color palettes, enums and strings.
Systems
Low-level code.














