What I do best.

A focused toolkit for taking games from "kind of works" to "ships and feels great." Here's where I'm strongest and how I plug into a team.

Core skills

The disciplines I bring

Sharpened across forty-plus shipped titles in three engines.

Gameplay Engineering

Movement, combat, controls, and state machines that respond instantly and feel deliberate every frame.

Shaders & VFX

Custom HLSL and node-based shaders, particle systems, and the juicy feedback that makes hits land.

Optimization

Profiling, draw-call batching, and memory budgets that turn stutter into a locked, buttery frame rate.

Prototyping

Fast, throwaway prototypes that prove (or kill) a mechanic before you spend a budget building it.

Porting & Certification

Bringing PC games to console and mobile, and steering builds cleanly through platform certification.

Tools & Pipelines

Editor tooling and data-driven workflows that let designers iterate without bugging an engineer.

Proficiency

Engines & languages

Unity / C#95%
Unreal Engine 5 / C++85%
Godot / GDScript80%
Shaders (HLSL / Shader Graph)88%
Performance Optimization90%
How I work

Ways to bring me in

01

Prototype & Vertical Slice

We take your core idea and build a playable slice that proves the fun — fast — so you can pitch, fund, or greenlight with confidence.

  • Playable core loop in 2–4 weeks
  • Game-feel pass on controls and feedback
  • Honest "is this fun?" assessment
02

Embedded Gameplay Engineer

I join your team and own gameplay systems alongside your designers and artists, in your engine and your pipeline.

  • Combat, movement, and AI systems
  • Designer-friendly tooling and tuning
  • Code reviews and mentoring
03

Rescue & Optimization

Stuck at a bad frame rate or a broken build? I profile, diagnose, and fix — then leave you a faster, cleaner project.

  • Performance profiling & fixes
  • Bug triage and crash hunting
  • Console & mobile port support
Recognition

Awards & achievements

2025

Best Game Feel

Neon Drift — IndieArcade Awards finalist for responsiveness and polish.

2024

1M Downloads

Pocket Robots crossed a million installs across iOS and Android.

2023

Editor's Choice

Sky Bloom featured on a major storefront's cozy-games showcase.

2022

Jam Grand Prize

Won a 200-team game jam with a 48-hour physics puzzler.

2021

Optimization Award

Internal recognition for cutting a console title's load times by 40%.

2020

Speaker

Talked game-feel tuning at two regional game-dev meetups.

Questions

Frequently asked

It depends on your game and team. I'll give you a straight recommendation — Unity for fast cross-platform 2D/3D, Unreal for high-fidelity 3D and console, Godot for lightweight or open-source-friendly projects — based on what you're actually shipping.

Absolutely — that's a lot of what I do. I'm comfortable diving into an unfamiliar codebase, reading it carefully, and shipping useful work in the first week without breaking your conventions.

I'm a developer first. I can build placeholder art, pixel assets, and VFX, and I integrate audio with tools like FMOD — but for finished art and music I'll happily work with your artists or recommend trusted collaborators.

Either a fixed scope for well-defined work (like a prototype or a port) or a weekly rate when I'm embedded with your team. We'll agree on it up front so there are no surprises.

I keep one or two active projects at a time. Reach out with your timeline and I'll tell you honestly when I can start — usually within a few weeks.

Need a developer who gets game feel?

Tell me about your project and I'll tell you exactly how I'd help.