Gameplay Engineering
Movement, combat, controls, and state machines that respond instantly and feel deliberate every frame.
Sharpened across forty-plus shipped titles in three engines.
Movement, combat, controls, and state machines that respond instantly and feel deliberate every frame.
Custom HLSL and node-based shaders, particle systems, and the juicy feedback that makes hits land.
Profiling, draw-call batching, and memory budgets that turn stutter into a locked, buttery frame rate.
Fast, throwaway prototypes that prove (or kill) a mechanic before you spend a budget building it.
Bringing PC games to console and mobile, and steering builds cleanly through platform certification.
Editor tooling and data-driven workflows that let designers iterate without bugging an engineer.
We take your core idea and build a playable slice that proves the fun â fast â so you can pitch, fund, or greenlight with confidence.
I join your team and own gameplay systems alongside your designers and artists, in your engine and your pipeline.
Stuck at a bad frame rate or a broken build? I profile, diagnose, and fix â then leave you a faster, cleaner project.
Neon Drift â IndieArcade Awards finalist for responsiveness and polish.
Pocket Robots crossed a million installs across iOS and Android.
Sky Bloom featured on a major storefront's cozy-games showcase.
Won a 200-team game jam with a 48-hour physics puzzler.
Internal recognition for cutting a console title's load times by 40%.
Talked game-feel tuning at two regional game-dev meetups.
It depends on your game and team. I'll give you a straight recommendation â Unity for fast cross-platform 2D/3D, Unreal for high-fidelity 3D and console, Godot for lightweight or open-source-friendly projects â based on what you're actually shipping.
Absolutely â 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 â 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 â usually within a few weeks.
Tell me about your project and I'll tell you exactly how I'd help.