Featured shipped work
Production projects with public release proof.
Zombies!!! Video Game
Shipped mobile title UI development workflow Font clarity support
Role: Mobile UI production support.
Focus: UI development workflow improvements and font clarity across device resolutions.
Result: Helped keep the shipped mobile interface legible and consistent across iOS and Android hardware.
Accomplishments:
- Supported mobile UI production and presentation polish.
- Improved font clarity across varied device resolutions.
- Helped keep shipped mobile interface work consistent across iOS and Android.
The Lord of the Rings: Return to Moria
Shipped title Unreal Engine 4 UI / systems support
Role: Unreal UI and production engineering support.
Focus: Slate UI responsiveness, audio/UI synchronization, cross-platform interface polish, key-bind icon support, and performance investigation.
Result: Supported shipped UI consistency and stability across the public release window.
Accomplishments:
- Enhanced audio-UI synchronization and Slate UI responsiveness.
- Ensured UI consistency across platforms.
- Fixed UI/UX bugs and improved frame rate and loading times.
- Supported key bind icon integration and gameplay smoothness.
- Investigated skeletal mesh and AI optimizations.
Hello Neighbor VR: Search and Rescue
Shipped VR title Unreal Engine 4 VR gameplay / UI implementation
Role: VR gameplay, UI, and production-support engineering.
Focus: Save state support, project file structure, VR interactions, physics collision optimization, in-world 3D UI, menu UI, and localization support.
Result: Helped move a multi-platform VR title through production with clearer systems, UI, and localization support.
Accomplishments:
- Managed project file structure and save state systems.
- Optimized physics collisions and developed VR game mechanics with advanced shaders.
- Enhanced in-game 3D UI and performance.
- Supported cross-cultural localization and menu UI implementation.
Platforms:
Technologies:
Duration:
December 2021 - May 2023
Five Nights at Freddy's: Security Breach
Shipped title Unreal Engine 4 Gameplay, UI, shaders, localization
Role: Gameplay, UI, shader, subtitle, and localization support.
Focus: Mini-game mechanics, interface work, subtitle readability, shader behavior, bug fixing, and localization integration.
Result: Supported accessibility, stability, and presentation work on a shipped Unreal title.
Accomplishments:
- Developed game mechanics, UI, and shaders, and in-game subtitle system.
- Assisted in bug fixes and improved system stability.
- Supported localization to enhance accessibility.
Platforms:
Technologies:
Duration:
March 2021 - December 2021
Hello Neighbor 2: Hello-copter
Shipped DLC Unreal Engine 4 Blueprint-to-C++ gameplay conversion
Role: Unreal gameplay engineering support.
Focus: Blueprint-to-C++ conversion for the Hello-copter helicopter/drone feature in March 2021.
Result: Moved the shipped drone feature out of visual scripting and into a clearer native-code implementation path for maintenance, iteration, and runtime behavior control.
Accomplishments:
- Translated helicopter/drone gameplay behavior from Blueprints into C++.
- Preserved feature behavior while improving the implementation structure for engineering ownership.
- Supported a publicly released Hello Neighbor 2 DLC feature.
Unreleased Projects
Current and unreleased Unreal Engine project work.
Supervolito
Unreleased Unreal project Unreal Engine 5 Hover racing systems Track and UI framework
Role: Unreal project developer.
Focus: UE5.4 rebuild work, hovercraft handling, race and track systems, track-selection UI, lap timing, route previews, environment blockouts, and broader game-mode foundations.
Result: In-development Supervolito project expanding the original web-playable hover racer into a larger Unreal racing framework.
Accomplishments:
- Moved the project forward as a modern Unreal Engine 5.4 development build.
- Iterated hovercraft handling around speed, turning behavior, and lateral dampening.
- Developed track-selection, route-preview, race timing, and lap-presentation UI.
- Built and tested terrain-scale track and environment blockouts.
- Planned a broader race framework covering circuit, time trial, joy ride, and arena-style modes.
Playable Prototypes
Playable browser builds and older Unreal HTML5 experiments.
Advanced Gravity
Playable HTML5 build Unreal Engine 4 Gravity physics prototype
Role: Solo Unreal systems prototype developer.
Focus: Gravity volumes, spherical gravity wells, spline gravity paths, conveyor and tube mechanics, and universal gravity behavior for physics objects and characters.
Result: Playable web build demonstrating custom movement and physics systems.
Accomplishments:
- Developed advanced gravity physics, integrating gravity fields for dynamic environmental interactions.
- Implemented spherical gravity wells, enriching level design and strategic gameplay options.
- Created gravity splines for tubes and conveyor belts, facilitating innovative movement and puzzle mechanics.
- Ensured gravity's effects apply universally to all physical objects, including ragdolls and player characters, for consistent realism.
Supervolito HTML5 Prototype
Legacy playable build Unreal Engine 4 Original hover-racing prototype
Role: Solo Unreal prototype developer.
Focus: Hover-ship physics, track spline generation, shaders, materials, particles, sound, ship model, logo, and playable HTML5 packaging.
Result: Preserved web build demonstrating the original vehicle feel, visual polish, and Unreal HTML5 delivery path.
Accomplishments:
- Developed and refined ship physics.
- Maintained track spline generator.
- Implemented shaders, materials, and particle effects to enhance visual appeal.
- Added sound effects to contribute to the an immersive audio environment.
- Designed hover ship 3D model and game logo, establishing its visual identity.
Archive Collaborations
Older mod and collaboration work kept for project history.
Revelade Revolution
Older collaboration Cube Engine 2 Gameplay and UI visuals
Role: Gameplay and UI visual contributor.
Focus: HUD graphics, scoreboard presentation, zombie vision effects, and iron sight mechanics.
Result: Helped strengthen the mod's combat feedback, interface clarity, and visual identity.
Accomplishments:
- Designed immersive zombie vision graphics to enhance gameplay.
- Implemented iron sight mechanics for improved aiming accuracy.
- Implemented quality scoreboard graphics to improve visual design and user experience.
- Developed high-quality HUD graphics for aesthetic appeal and functionality.
Iron Fist
Older collaboration Cube Engine 2 Gameplay systems, HUD, effects, audio
Role: Gameplay systems, HUD, effects, and audio contributor.
Focus: Combat mechanics, environmental hazards, player HUD, minimap, particles, water/lighting effects, menu systems, and audio environments.
Result: Expanded the mod's gameplay systems and presentation layer across combat, UI, and atmosphere.
Accomplishments:
- Added fall damage and drowning mechanics for realism.
- Implemented guided and fuel-based rocket physics and mechanics.
- Introduced napalm and fire effects for strategic combat scenarios.
- Designed immersive particle effects, such as dust storms and flares.
- Created comprehensive HUD and minimap system for enhanced gameplay.
- Helmet HUD with dynamic lighting and water effects for immersion.
- Developed realistic audio environments and sound effects.
- Designed an intuitive menu system.
Green Nation
Older collaboration Cube Engine 2 Theme, HUD, and visual consistency
Role: Theme, HUD, and visual consistency contributor.
Focus: Cohesive game theme, HUD designs, first-person model coloring, and enemy visual consistency.
Result: Unified the mod's visual identity across first-person presentation, HUD, and AI enemy styling.
Accomplishments:
- Designed and implemented a cohesive game theme, integrating HUD designs and first-person 3D model coloring.
- Ensured visual consistency across all AI enemies to maintain thematic integrity.
- Unified game aesthetics and functionality through comprehensive design and implementation strategies.
Platforms:
Technologies:
Duration:
December 2008 - March 2009, March 2012 - April 2012
Engineering focus
Project-backed systems, skills, and contact paths.
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