Sep 2025 - present
Tethered
Unreal Engine 5 action rogue-lite prototype focused on modular combat, encounter, travel, and persistence systems.
Gameplay and Systems Programmer
I build Unreal Engine gameplay systems that let designers create and tune content without writing new engine code.
Completing a B.S. in Computer Science at CSU Fullerton, Fall 2026. Open to gameplay, systems, and tools roles and internships.
Selected Work
Sep 2025 - present
Unreal Engine 5 action rogue-lite prototype focused on modular combat, encounter, travel, and persistence systems.
Project
A browser-playable Godot platformer with a state-machine character controller, traversal abilities, and jam-focused authoring tools.
Project
A Godot physics prototype about balancing a unicycle across telephone wires, built for a three-day game jam.
About
I am a gameplay and systems programmer focused on production-style Unreal Engine architecture. My work centers on combat, encounters, persistence, and designer-facing tools that keep content extensible without turning every new idea into another hard-coded branch.
Read more about me