Build Tools: CMake, Premake5
CI/CD Tools: Jenkins
Debuggers: Visual Studio, RemedyBG
Design: Adobe Illustrator, Adobe Photoshop, Figma
Game Engines: Unreal, Unity
IDE's: Visual Studio, VS Code
Programming Languages: C, C++, C#
Project Management: Hacknplan, Jira, Trello
Version Control: Git, Github, TortoiseSVN, Plastic
Freelance - Unreal Engine 4 & 5 - C++ & Blueprints
Used Instanced UObjects to extend class functionality and setup network replication for use in multiplayer experiences
Fixed bugs and improved code in both Blueprints and C++ to assist in the development of indie projects
Collaborated with Delta V Games to bring Assault on Proxima to a full release
Implemented UI using UMG based on references created on a Figma board
Joydrop - Unreal Engine 4 & 5 - C++ & Blueprints
Developed and maintained gameplay mechanics, networking features and UMG components using C++ and Blueprints in Visual Studio and Unreal
Collaborated with cross-functional teams to implement and optimize code for Windows and Nintendo Switch.
Leveraged debugging and profiling tools to identify and resolve performance bottlenecks.
Actively participated in code reviews by accepting and providing constructive feedback for team members, improving collaboration and quality of work
Created Abilities, Effects and Cues using Unreal's Gameplay Ability System
Extended the Unreal Editor using Slate and Editor Utility Widgets to allow designers a new way to design levels
Followed console specific guidelines to prepare games for a passed certification
Algonquin College
Facilitated virtual meetings with peers to provide personalized assistance and guidance on C++ programming concepts, troubleshooting issues and debugging techniques
Demonstrated strong communication and interpersonal skills in conveying complex programming concepts to individuals
Leveraged active listening and problem-solving abilities to identify students challenges and tailor solutions to their specific needs, promoting academic success and confidence in programming skills
Algonquin College
Provided technical support to students learning English, assisting with computer, printer and software-related issues to ensure smooth operation of language learning activities
Opened and closed the lab facility, including setting up equipment, cleaning workstations and securing the premises at the end of the day
Managed inventory and stocked supplies, maintaining adequate levels of materials for lab and class activities
Worked with teachers to fulfill supply requests and support their instructional needs, demonstrating strong communication and customer service skills
Joydrop - Windows Forms - C#
Integrated external systems using the REST API to enable seamless data exchange and improved functionality.
Resolved bugs in a Windows Form application, enhancing application stability and user experience.
Implemented Base64 hashing and basic cipher encryption for local password storage to increase security compare to the previous plain text method.
Hivemind - Unreal Engine 5 - C++/BP
Implemented instanced UObjects to enable users to extend class functionality without creating numerous new actors, promoting modular and scalable code architecture.
Replicated instanced UObjects for networking ensuring seamless functionality in multiplayer environments.
Algonquin College - 3.85 GPA - Honours
Developed, debugged and modified code to meet project specifications, gaining practical experience in software development.
Learned fundamentals of game design, game development and C++, laying a strong foundation for a career in game programming.
Gained extensive knowledge with Visual Studio, Unreal and Unity, mastering industry standard tools and workflows.
Applied AI and networking strategies to support real time games, demonstrating technical proficiency in advanced game systems.
Created an OpenGL and DirectX 12 rendering framework, showcasing deep knowledge of graphics programming.
Developed an application using the QT 5 framework.
Designed 2D promotional art in Adobe Illustrator and Photoshop.
Collaborated on group projects, writing and refining code based on team feedback to ensure project success.
Applied game design elements to support the creation and development of games.
Conceived, prototyped, developed and tested procedures for creating games in a group environment.
Delta V Games- Unreal Engine 4
Investigated and identified the root cause of a fatal crash in shipping builds that enabled the critical fix that prevented playing the game and improved build reliability
Debugged and tested the game using a Steam Deck to ensure a playable rating upon release
Collaborated with the to meet the demo release deadline helping to contribute to the milestone achievements and ensuring the project remained on track for the future release
Implemented the remaining arrow HUD to ensure a seamless and intuitive interface for players during game scenarios involving the bow and arrow
Created a variety of new gameplay abilities using GAS and optimized what was already there
Resolved bow and arrow related bugs that were identified during the HUD implementation enhancing gameplay stability and delivering a more polished experience for players
Delta V Games - Unreal Engine 5
Fixed a crash that occurred when users joined games while the host was loading which improved game stability and reliability in real-time multiplayer environments
Eliminated player respawn bugs in co-op mode that would respawn the player out of bounds. Restoring proper gameplay flow and preventing progression blockers
Resolved client disconnection issues during multiplayer campaign sessions to ensure a stable and seamless gameplay experience
Alderon Games - Unreal Engine 5
Created Abilities, Effects and Cues using Unreal's Gameplay Ability System
Followed console specific guidelines to prepare games for a passed certification
Used Data Assets with a generic system to allow designers to create many assets for use with a single system.
Implemented Asynchronous loading techniques to keep the game running smooth
Implemented bug fixes and tweaks to existing code to prevent server and user crashes
Developed and integrated a new game play systems with networking support
Received feedback, modified code and improved upon previous iterations to achieve a high quality end product
Assisted in planning feature work to help solidify a release schedule for a years worth of patches and updates
Norsfell - Unreal Engine 4 - C++
Assisted in preparing game for a Nintendo Switch release by testing and ensuring compliance with Nintendo's lot check guidelines, supporting a smooth submission process
Optimized performance in a low-performing scene achieving a 3ms frame time improvement
Sleepy Train Studios - Unreal Engine 5
Implemented user interfaces using UMG and blueprints, translating artistt designs from Figma into functional and in-game UI elements that align with the projects artistic vision
Collaborated closely with artists to refine and optimize UI elements to ensure they meet the intended use cases and enhance the overall player experience
Configured a local Jenkins CI/CD pipeline to automate build processes
Joydrop - Unreal Engine 5
Developed and integrated new gameplay systems with networking support, enhancing multiplayer functionality and expanding gameplay possibilities
Implemented an interactive title screen that also served as a basic tutorial to improve user onboarding and accessibility
Iteratively improved features based on feedback by modifying code and refining systems to deliver a polished and high-quality end product
Optimized performance by managing large arroas and structs to ensure efficient data handling and improving system responsiveness
Prototyped gameplay features using Raylib enabling faster iterations compared to unreal engine and expediting the development process
Designed a UI system to display game statistics, providing both the player and developer with clear and informative feedback
Created and maintained a modular C++ submodule containing game logic to use it across Unreal and Raylib frontends. Ensuring code reusability and maintainability
Mythiary Studios - Unreal Engine 4 - C++ & Blueprints
Created a new component to allow dice to be picked up and re-rolled
Fixed bugs in the networking code base
Helped prepare the game for a public demo played live on twitch
Assisted in playtesting the game for footage used in their trailer
Quarantine Games - Unreal Engine 4 - C++
Created a Playable character that can interact with the game world in a multiplayer environment.
Implemented 4 unique special abilities for each of the playable classes.
Incorporated player animations in blend spaces and state machines.
Implemented a Main Menu that allowed users to chose to start a single or multiplayer game.
Implemented an Options Menu that allowed users to change Resolution and Quality settings.
Used the Game Instance and Networking Subsystem so players could host games with their friends over the steam network.
Implemented a dynamic Player Select menu that showed other players which character had already been selected.
Created a Editor Only source folder to incorporate Functional Tests and other debug code so it wouldn't interfere with the build.
Personal Project - Unity 3D - C#
Developed a simple and reusable game mechanic that was designed for scalability and ease of expansion; enabling future content growth.
Created a custom level editor in Unity that allowed for rapid level creation and efficient iteration during development.
Released the game to Google Play and developed a working prototype on the Nintendo 3DS, showcasing cross-platform development capabilities.