hi, |
I build combat systems.
Gameplay Engineer building combat systems, AI, and movement architecture in Unreal Engine 5 (C++ & Blueprints) and Unity (C#). Recent work: a GAS-driven melee combat system with Behavior Tree and EQS enemy AI, and an 8-state FPS movement architecture built around a custom C++ async force plugin. Based in Vancouver, BC.
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Experience
Gameplay systems • AI • Movement • Combat
Resume
Gameplay Programmer
C++ • C# • Unreal • Unity
/ about me
I'm a Gameplay Engineer specializing in systems programming across Unreal Engine (C++, Blueprints, GAS) and Unity (C#). I build combat pipelines, AI architectures (Behavior Trees, EQS, FSMs), and physics-based movement systems, grounded in 3D vector math and frame-rate-independent design, and built to stay modular as scope grows.
Recent work includes a full GAS-based melee combat system and an 8-state FPS movement architecture, both in Unreal Engine 5.
Here are some technologies I work with:
- C++ & Blueprints
- Unreal Engine 5 / GAS
- C#
- Unity3D
- Behavior Trees & EQS
- Java & Python
/ experience
Gameplay Programmer @ Independent
2025 — PRESENT
- Designed and shipped a complete GAS-based melee combat system in Unreal Engine 5 — 6-hit combo chains, a 0.4s perfect-parry window, directional hit reactions, and motion-warping combat magnetism, all built on one centralized damage pipeline.
- Built a five-state enemy AI on Behavior Trees, AI Perception, and EQS strafing, synchronized with combat abilities through gameplay-event handshakes.
- Engineered an advanced-movement FPS prototype (Jetpack FPS) with an 8-state locomotion machine and a custom C++ async root-motion plugin for curve-driven, cancellable movement forces.
Gameplay Programmer @ SIAT team projects
2023 — 2024
- Lead mechanics gameplay programmer on Slow & Steady, a rogue-like 2D shooter — player movement, shooting, a signature slow-down mechanic, and A*-driven enemy AI with multiple enemy types.
- Lead mechanics programmer and sound designer on Storge, a narrative horror game — player systems, AI patrol/chase behavior, and full sound design.
- VR interaction developer on Paradox Rift — XR rig configuration, physics-based character controller, grabbable-object systems, and custom teleportation.
BA, Double Minor @ Simon Fraser University
2019 — 2024
- Double minor in Computing Science and Interactive Arts & Technology (SIAT), Vancouver, B.C.
- Coursework spanning data structures & algorithms, 3D modelling and animation, UX/UI design, and game development.
- Shipped three team game projects through the SIAT curriculum — each one playable in the projects below.
/ projects
Slow and Steady
A rogue-like 2D shooter with a signature slow-down mechanic. Lead mechanics gameplay programmer — player systems, A* enemy AI with multiple enemy types, and combat feel.
Storge
A narrative horror game built for a senior storytelling course. Lead mechanics programmer and sound designer — player systems, patrol/chase enemy AI, and full audio design.
Paradox Rift
An immersive VR experience. VR interaction developer — XR rig setup, physics-based character controller, grabbable objects, and custom teleportation systems.
04. what's next?
Get In Touch
I'm looking for my first gameplay programming role in the games industry — if you're hiring, have a question about any of the systems on this site, or just want to talk shop about combat design, my inbox is always open.
Say hi!