Gameplay Engineering
Defeat the enemies before the time runs out
I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.
I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.
I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.
Collect the require amount of gold before the times runs out.
I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.
I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.
I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.
Defeat the required number of enemies enemies before the time runs out
I wrote the GDC, I created milestones based on the GDC, I assigned tasks and gave guidelines to the 3D/2D art team and UI/UX team, kept track of their work, and I drove units test to ensure the delivered assets met the expectations.
I wrote the game mechanics for the character controller, game condition (lose/win system), monster spawning and spawn-points, combat system, random loot system, etc.
I wrote systems for the UI flow, scene transitioning, login system, data storage, profile system and quest system.
Multiplayer, race, obstacle avoidance game.
I wrote concepts for level design, built prototypes, and I ran unit tests for the levels until they were ready for production
I wrote the game mechanics for the character controller, game condition (lose/win), loot system, obstacles and AI (Bots)
I wrote systems for the UI flow, scene transitioning, data storage using MongoDB, profile, battle pass system system and quests system.
I was a core contributor of the multiplayer and matchmaking system.
I was a core contributor to the design of the game's interface.
I am a passionate game designer and full-stack developer with a strong foundation in game design from Full Sail University. My journey began with a love for Minecraft, where I built custom commands and mechanics, and it has since evolved into a focus on creating engaging gameplay mechanics and systems since 2017. At the heart of my work is the joy of watching players immerse themselves in the mechanics I create.
Leadership
Team Building
Team Management
Project Management
Confluence
Google Docs
Git
GitHub
Plastic SCM
Perforce
Multiplayer
Full-Stack
HTML5 Games
C#
Java
Javascript
TypeScript
Scala
LUA
ReactJs
NextJs
APIs
ETH Solidity
ICP Motoko
Mongo DB
Playfab
Firebase
Unity6
Unreal Engine 5
Visual Studio
Visual Studio Code
Level Design
Gameplay Mechanics
Game Systems
UI/UX
Unity Animations
Unity Cinemachine
Unity Builder
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Made with: NextJs | TypeScript | Tailwind | Framer Motion
Made with: NextJs | TypeScript | Tailwind | Framer Motion