2D Roguelike | Unity | Team Project
Head Programmer / AI & Gameplay Programmer
Implemented hostile/friendly AI using state machines to enable modular and complex behavior logic.
Architected complex A* pathfinding with enemy state machines, solidifying core gameplay mechanics.
Created custom tools to streamline the level-building process for designers.
Assisted the team in programming task planning and provided support to other programmers.
3D Graphics Engine | C++ | DirectX 11
Solo Project
Developed a graphics engine using DirectX, Assimp, and Bullet Physics to support real-time rendering and physics.
Implemented advanced features such as animation blending, real-time lighting, shadow mapping, post-processing, and custom shader integration.
Built a Unity-inspired ImGui editor to allow runtime editing of serialized object values, boosting workflow efficiency.
Designed a modular architecture with file-based scene/object loading and saving, laying the foundation for scalable engine development.
Android Studio Project | Kotlin & Java
Solo Project
Created an algorithm to automatically generate valid Sudoku puzzles, ensuring unique and solvable boards.
Implemented an error-checking system to provide real-time feedback and enhance user experience.
Added multiple difficulty options to adjust the number of visible cells, allowing for scalable challenge levels.
2D Educational | Head Programmer & Producer | Unity
GMTK Game Jam 2025
Formed a Game Jam team, organized and found three programmers, a sound designer, and two artists (all lost contact).
Created theme-based inspiration boards and storyboards from scratch then planned and coordinated all game jam tasks with role assignments.
Filled team gaps by handling visual design and game layout (We don't have artist so I need to do the work).
Established core creature lifecycle simulation gameplay. Integrated "loop" theme through evolving generational mechanics.
2D Action-Adventure | Raylib | C++
Solo Project
Engineered custom physics systems (rigidbody and transform) to support smooth side-scrolling movement and interaction.
Designed core gameplay mechanics including player shooting and enemy chasing to establish engaging combat encounters.
Utilized Raylib’s graphics pipeline to build a complete level with responsive controls and enemy behaviors.