I am a software developer with a passion for game development, focusing primarily on 3D games, and tools programming. My background in enterprise software development has given me strong foundations in building scalable, maintainable systems - skills I bring to my game development projects.
I excel at diving into existing codebases and complex systems, quickly getting up to speed while identifying and implementing improvements. My experience spans multiple languages, frameworks and platforms, allowing me to adapt readily to new technologies.
A Quake 2 model viewer built in Swift and using the Metal graphics API that serves as both a technical showcase and learning project. The viewer can load, animate and display classic Quake 2 character models with dynamic lighting, shadows and texture mapping. This project expanded on earlier work with Quake 1 models while exploring modern graphics programming concepts and shader development.
A 3D game that evolved from a planned Wolfenstein 3D-style game into a six degrees of freedom (6DOF) game inspired by Descent. Originally developed in Swift using SceneKit and GameplayKit, later reimplemented in Godot Engine for broader platform support. The project provided deep experience with game engine architecture, 3D modelling, and AI systems while demonstrating the tradeoffs between different development frameworks.
Reimplemented core gameplay in Godot Engine to expand the platform support beyond that of Apple's ecosystem.
Game Engine Architecture
NavigationAgent3DGraphics Concepts
Development Pipeline
3D Technical Skills
slerp and lerp for handling rotations smoothly
A prototype first-person investigation game developed in Godot Engine where players investigate insurance claims involving supernatural events. Built using COGITO's first-person framework for core mechanics and Synty Studios' assets for environment creation, the project focused on rapid prototyping and system integration.
A first-person shooter prototype developed following GameDev.tv tutorials, leveraging Synty Studio's city assets and a Godot Engine project template. The project served as a technical exploration of FPS mechanics, enemy AI, animation systems, and scene management. Through clean scene separation and modular design, the project demonstrated rapid prototyping capabilities while establishing reusable foundations for future game development.
The project served as a technical foundation for future development, demonstrating the effectiveness of combining existing assets with custom systems while maintaining clean re-useable architecture.
A first-person magic combat game where players use spells and abilities to battle waves of enemies while collecting upgrades. Built in Godot Engine, featuring two distinct environments with unique objectives.
Movement:
Combat:
A space-based incremental game developed in Godot where players must rebuild a Stargate to escape a hostile solar system. Players manage resources, construct facilities, and defend against machine intelligences while exploring a dynamic solar system. The project emphasizes early implementation of core systems like settings, save/load functionality, and proper menu structures based on lessons learned from previous projects.
A first-person mech salvage simulator where players methodically dismantle and process decommissioned mechs using specialized tools. Built in Godot Engine, the game features:
Space Sweeper is a 3D orbital debris cleanup game developed for a game jam with the theme "Nothing can go wrong..." Players take on the role of a space cleanup technician in the year 2042, when humanity faces the looming threat of Kessler Syndrome - a scenario where space debris collisions create a cascading effect that could trap humanity on Earth for generations. Using specialized tools like the Collector, players must carefully capture and retrieve various types of space debris while navigating hazards like pressurized sections and fragile components that can cause catastrophic failures if mishandled.
Released on itch.io for macOS, Windows, and Linux.
3D orbital mechanics simulation around Earth Physics-based debris collection using a magnetic grappler Hazard management system with different debris types Mission progression structure with success/failure states Dynamic orbital debris visualization Cinematic sequences for mission outcomes
Implemented Earth and orbital environment with realistic shaders Created star field and celestial body simulation (Earth, Moon) Developed physics-based collector tool with cable mechanics Added debris system with various models and behaviors
Implemented pressurized and fragile hazard components Created mission structure with objectives and time limits Added cinematic failure sequences showing Kessler Syndrome Developed tutorial system with control instructions
Implemented mission UI with progress tracking Added player feedback systems for tool usage Created mission completion screens with statistics Developed intro/outro sequences with narrative elements
Custom Earth shader with day/night cycles and city lights Dynamic cable system for the collector tool with physics interactions Debris management system ensuring optimal performance Comprehensive settings system with audio and display options Mission progression tracking with serialized save data Controller support with input icons
Physics-based gameplay requires careful balance between realism and usability Clear instruction is critical for unique control schemes Cinematic sequences add significant narrative impact with minimal resources Early implementation of core game systems (settings, menu, tools) established a solid foundation Mission structure provides clear goals and progression Hazard design creates meaningful risk/reward scenarios