A comprehensive extension for the Behavior package in Unity 6 featuring over 200 custom actions, 15 flow-control nodes, and 9 gizmos that can automatically sync with blackboard variable values. Making visually designed Behavior Trees easy to implement out of the box.
Platforms: Unity 6 and later.
What I worked on: Implemented all 200 custom action nodes which are split across 14 categories from simple math operations to complex navigation and object detection, in addition to specialized logic for both 2D and 3D physics, context steering, and more.
Created 15 different conditional nodes split across 6 categories that can alter the flow of the behavior trees and help NPCs make more complex branching decisions.
Designed the behavior gizmo system which uses reflection to enable bidirectional real-time data syncing between variables in the visual gizmos and agent blackboards. Allowing for easy and accurate visualizations of what NPCs are thinking.
Engineered seamless integrations with 3 other popular 3rd party tools from the Unity Asset Store: Feel, SensorToolkit 2, and A* Pathfinding Project Pro.
Tools: C#, Unity Game Engine, Behavior Package.
Team Size: 1
A Cosmic horror narrative adventure VR game for the Meta/Oculus Quest series of headsets.
Platforms: Meta Quest, Quest 2, Quest Pro, Quest 3, Quest 3S
Awards:
Among additional awards and nominations.
What I worked on: Programmed various prototypes for numerous features (climbing, snap rotation, and more) to enable UX Designers and Testers to A/B test and developed tools to automate various small tasks.
Tools: C#, Unity Game Engine, Meta Quest 2
A real time strategy game with a dynamic, procedural, and revolving map.
Platforms: Windows
What I worked on: Lead Project.
Created the shader for the nebula, as well as the procedural generation system for the solar system (nebula effects, planets, and stars), additionally built the adaptive music and dynamic sound effect system myself.
Worked with other team members on a variety of gameplay systems including: The Faction System, Unit Behaviours, Unit Selection, and Combat. Additionally worked with other team members in developing the menus and other UI programming.
Tools: C#, Shader-Graph, Unity Game Engine
Team Size: 5
A remote multiplayer movement focused first-person melee arena fighter.
Platforms: Windows
What I worked on: The core gameplay systems such as combat (different attack types) and movement (regular, dash, and grappling hook) and built tools to make editing gameplay attributes, stats, and settings easy for other team members.
Did all of the UI and accessibility programming making the menus, different font options, and the control rebindings.
Worked extensively on the networking for the game, developing the majority of the server and client communication myself, implementing dead reckoning for a smoother gameplay experience and ensuring actions synced across game clients.
Created and implemented a variety of the visual effects in the game.
Tools: C#, TCP and UDP Sockets, VFX-Graph, Unity Game Engine
Team Size: 5
A first person shooter tower defense game where you fight off waves of oncoming enemies with a trusty cannon and a couple simple abilities.
Awards: Best Second Year Game Winner (Ontario Tech University GameCon 2021)
Nominated for Best Tech (Ontario Tech University GameCon 2021)
Platforms: Windows
What I worked on: Built most of the game's custom C++ Engine: Titan, including features such as the custom OpenGl deferred renderer, the game's post processing system and effects, the particle system, the scene system, and I also integrated a variety of external libraries.
Worked with other team members on some of the gameplay code (in particular the player controls) and a small amount of the npc AI (the behavior of the birds).
Wrote most of the shader code for the game, including both the shaders for regular and special objects like the vertex displacement and voronoi effects for the water.
Tools: C++, GLAD, GLFW, GLSL, EnTT, Bullet Physics, FMOD
Team Size: 5
I'm a 25 year old game programmer from Oshawa, Ontario, Canada. I've been programming games since I made my first modified pong clone at 16, but have been interested in the game development field since I was 14 and have dabbled in a variety of other game development disciplines including art, visual effects, and sound design.
I've worked on a variety of aspects of game programming, I enjoy making games in a variety of genres, and tackling a diverse set of problems and learning both about new tools and how to use the tools I already have in new and creative ways. When I develop games I focus on trying to not only make a fun memorable experience but to also support the other developers (including other programmers, artists, game, and sound designers) on my team with clean code, and by developing easy to use tools and interfaces.
In addition to making and playing video games, game engines, and tools, I also enjoy playing and worldbuilding custom TTRPG settings.
Git: 6 years (1 professional)
C#: 4 years (1 professional)
Unity Game Engine: 4 years (1 professional)
Working in multi-functional teams with other game development disciplines: 5 years (1 professional)
C++: 5 years
Python: 2 years
Java: 2 years
Javascript: 1 year
Airtable Database: 1 year
Bilingual: English (native), and French (Ontario French Immersion Diploma and B1 certified)
Bachelors of Information Technology for Game Development and Entrepreneurship: Ontario Tech University (Obtained May 2023)
Minor of Game Programming: Ontario Tech University (Completed May 2023)
French Immersion Diploma: Bayside Secondary School (Obtained June 2019)
4.05 University GPA
President's Honour's List At Ontario Tech University (Fall 2019-Winter 2023, all semesters)
Second Place Finalist For the Develop At Ubisoft Programming Challenge Competition 2023