Released or Announced Games I was employed to work on:

Giant Squid

  • #### Sword of the Sea (2021-2022) PC/PS5 || Unreal/C++ & Blueprints
    • Solved complex problem of how to “surf” a character along arbitrarily, simulated waves and static geometry: making the character intuitively follow the ground, catch hang time, and stop at “walls” all with only minimal world markup for designers.
    • Nailed the game feel of a nebulous “physical but magical” speed tech for surfing character by working intimately with design and engineers. After R&D of multiple prototypes and iterations with design, distilled feedback with other engineers to collaboratively build a mental model that produced the desired algorithm.

SkyVu

  • Battle Bears Royale/Gold (2014-2018)

    Android/iOS || Unity/C#

    Google Play Store
    Archive of Play Store (from when I was maintaining the game)
    Archive of Battle Royale mode gameplay

    • Design and implementation of new gameplay features and new gameplay mode (Battle Royale)
    • Real-time Networking (Photon)
    • Server administration (Linux, Ruby, C++, PHP)
    • Deployment of monthly updates through Google Play Store and App Store
    • Debug, maintain, and improve code base
    • Maintain old project through Unity & plugin upgrades to keep it live on Android & iOS
  • Let it Goat (2014-2015)

    Android/iOS || Unity/C#

    Google Play Store
    Archive of Play Store (from a month after launch)
    Archive of gameplay

    • Design and implement gameplay mechanics
    • UI design and implementation
    • Implement and maintain social, analytics, crash reporting and ads plugins - Twitter, Facebook, GameCenter, Everyplay, Crashlytics, NativeX, Flurry
  • Battle Bears Overclock (2015-2016)

    Android/iOS || Unity/C#

    Google Play Store
    Archive of Play Store
    Archive of gameplay & review

    • Completely replaced tightly coupled custom database with Playfab
    • Upgraded outdated networking solution to new version
    • Design and implement analytics hooks to track user engagement and purchase paths & trends

  • Places VR (2016-2017)

    Google Daydream/Gear VR || Unity/C#

    Archive of Pong-like game inside Places VR

    • Real-time Networking (Photon)
    • Design an implement process for networked, peer-to-peer collaborative creation
    • Optimize app to maintain 60fps even during loading screens
  • Hy-Vee KidsFit (2017-2018)

    Android/iOS || Unity/C#

    Google Play Store
    Archive of Play Store

    • Design code architecture
    • Design and implement mini-games
    • Implement Vuforia AR to work with Hy-Vee magazines & various promotions