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Projects

All of these projects are done in Unreal Engine 4 and 5 with C++/Blueprints

Image by Jeremy Bishop
Dragon

Slime Heroes

My Contribution

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  • Led porting efforts for Slime Heroes across PlayStation, Xbox, and Nintendo Switch

    • Analyzed and refactored the existing PC build to meet each console’s performance and memory standards.

    • Implemented platform-specific optimizations for rendering, audio, and input to ensure a seamless gameplay experience.

  • Managed a cross-functional team of three engineers

    • Oversaw simultaneous development streams for all target consoles.

    • Defined milestones, delegated tasks, and facilitated communication to maintain a clear, efficient workflow.

  • Delivered a high-performance, polished final product

    • Coordinated with QA teams to address console-specific bugs and compliance issues.

    • Established robust testing procedures, ensuring each build met certification standards for Sony, Microsoft, and Nintendo.

You are the last slime and the only one that can save your home from the corruption consuming it. Play alone or with a friend to find different weapons, dynamically create your own magical abilities, and express the way you want to adventure in this slimes-like action-adventure!

DreamWorld

Build incredible structures with powerful tools. Explore the world with all players on one server. Battle bosses, farm, craft, and socialize with friends. How will you shape DreamWorld?

My Contribution

  • Served as a gameplay programmer on an Open World MMO Sandbox

    • Designed and implemented core gameplay features, including a Glider System for aerial exploration.

    • Integrated Chaos Destruction mechanics, enabling dynamic breakage and real-time environmental impact during gameplay.

  • Developed robust gameplay replication and network optimization techniques

    • Ensured seamless synchronization of in-game events and player actions across servers and clients.

    • Optimized data flow to reduce latency and improve overall performance in large-scale multiplayer environments.

  • Contributed to a smooth and immersive player experience

    • Collaborated with art, design, and QA teams to align gameplay features with the game’s creative vision.

Speedball

My Contribution

  • Served as an experienced Gameplay Programmer on the Speedball remake, bringing technical expertise to modernize this classic title.

  • Leveraged Unreal Engine 5 and the Gameplay Ability System (GAS) to develop and refine a variety of character abilities.

  • Employed UMG to create dynamic, user-friendly interface elements and menus.

  • Integrated PlayFab for live service functionality, ensuring robust online support and player management.

  • Optimized gameplay performance and maintained code quality to deliver a seamless, responsive experience.

  • Collaborated with cross-functional teams to align gameplay features with the project’s creative and design goals.

A brand new entry into the legendary Bitmap Brothers series! Venture into the grim future of 2138 where mega-corporations use Speedball to distract the downtrodden masses from their miserable lives.

Maelstrom

Fast-paced naval battles in a grim fantasy world of leviathans, warships & magic! Captain Orc, Dwarf, Human or Undead warships with tactical, ship-vs-ship-vs-monster combat! Upgrade ships & crew to become the most powerful warship to sail the Abyssal Ocean! Multiplayer, Solo & Co-Op.

My Contribution

  • Served as Lead Porting Engineer for the cross-platform adaptation of Maelstrom, transitioning from PC to PS4, Xbox One, Android, and iOS.

  • Performed extensive optimization work, reducing draw calls from 10,000 to approximately 250 for improved performance.

  • Adjusted texture resolutions and asset usage to meet mobile platform requirements while maintaining visual fidelity.

  • Overhauled the AWS Gamelift integration to replace an existing PC-specific plugin, ensuring full support for all target platforms.

  • Had to refactor AI code to remove CPU bottlenecks

Edge of Twilight – Return To Glory

My Contribution

  • Served as Lead Engineer for the full porting and redevelopment of Edge of Twilight, transitioning the game engine from UDK to Unreal Engine 4.

  • Rebuilt core systems from scratch in UE4, including gameplay logic, physics integration, and UI framework, ensuring compatibility with modern engine architecture.

  • Refactored legacy code and systems to align with UE4 standards, enabling maintainability, scalability, and future platform support.

  • Developed custom rendering solutions and shader systems to replicate and enhance the visual fidelity of the original UDK version in UE4.

  • Implemented modern input handling, animation systems, and AI behavior trees, replacing outdated UnrealScript-based systems.

  • Coordinated with design and art teams to re-implement gameplay features and visual assets within UE4’s workflow.

  • Conducted performance profiling and optimization to ensure smooth gameplay across supported platforms.

"Edge of Twilight - Return to Glory" is a 3rd person action adventure game presenting a unique post-apocalyptic, Steampunk fantasy world that has been split into separate realms of Day and Night.

Whoosh

MyWhoosh is a free-to-use online indoor cycling app that provides a fun, and social fitness experience for all. You can explore the extraordinary virtual world, improve fitness and be a part of an engaging community from the comfort of your own home.  

My Contribution

  • Led core gameplay and systems engineering for MyWhoosh.com, a large-scale virtual cycling platform built to support real-time multiplayer and high-fidelity environments.

  • Architected and developed foundational systems including rider physics, drafting logic, group dynamics, and route logic to simulate real-world cycling behaviors.

  • Designed and implemented backend service integration to handle matchmaking, event scheduling, leaderboard tracking, and live race management at scale.

  • Built tools and systems to support dynamic event creation, user-generated content, and flexible race configurations for global competitions.

  • Worked closely with the art and environment teams to optimize streaming of large open-world maps, ensuring consistent performance across devices.

  • Integrated third-party services such as real-time telemetry, ANT+/Bluetooth device support, and mobile companion app connectivity.

  • Conducted extensive performance profiling and optimization for low-latency, real-time multiplayer experiences across PC, iOS, and Android platforms.

Alluna and Brie

My Contribution

  • Took engineering role on Alluna and Brie, driving development of core gameplay systems, AI behavior, and performance optimization from early prototype to production.

  • Implemented custom dialogue and narrative systems to support branching conversations, dynamic character interactions, and cinematic storytelling.

  • Developed unique gameplay mechanics tailored to the game’s narrative-driven design, including puzzle systems, interactive objects, and scripted sequences.

  • Built modular systems for quest logic, inventory, and character progression to allow for rapid content iteration and narrative expansion.

  • Collaborated closely with writers and designers to build a flexible toolset for implementing story content without direct engineering involvement.

  • Optimized rendering and asset streaming for performance across target platforms, focusing on smooth experience delivery during exploration and cutscenes.

  • Integrated voice-over systems and localization pipelines to support global distribution and multilingual storytelling.

Alluna and Brie is an RPG Social Sim set in Axon City, Australia. Hang out with friends, buy food to boost your stats, and form a team of magical girls to fight off a horde of ravenous monster girls from a parallel dimension. It's just like real life!

Operation Overlord

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Made with Unreal Engine 4. A one of its kind first person MOBA. Each player controls 2 AI squads which follow your command. Developed AI, optimized game for Network, and did setting up of dedicated server and its optimizations.

My Contribution

  • Served as Gameplay Engineer on Operation Overlord, a visually ambitious first-person MOBA that pushed the boundaries of competitive multiplayer design.

  • Designed and implemented core gameplay systems including hero abilities, team-based objectives, and class-based movement and combat mechanics.

  • Engineered modular ability and weapon systems to support rapid iteration and diverse hero archetypes, allowing design flexibility and balance testing.

  • Built robust server-client architecture for real-time multiplayer, incorporating lag compensation, hit detection, and synchronized ability effects.

  • Collaborated with technical artists to implement advanced visual effects and post-processing pipelines that defined the game's distinct visual identity.

  • Developed in-editor tools for level designers to construct dynamic maps with interactive objectives, environmental hazards, and scalable gameplay elements.

  • Led performance profiling and optimization efforts to support high visual fidelity and responsive gameplay across a range of hardware targets.

  • Contributed to early playtesting and tuning, providing design feedback and engineering support to evolve gameplay pacing and team mechanics.

Markhor

My Contribution

  • Designed and developed a fully playable 3D tactical shooter using Unreal Engine, featuring high-fidelity visuals and real-time combat mechanics.

  • Built all core gameplay systems from the ground up, including AI enemies, mission objectives, weapon systems, and HUD elements.

  • Implemented an innovative Autopilot Mode powered by machine learning—trained a reinforcement learning agent using Q-learning to autonomously play the game and complete objectives.

  • Integrated dynamic mission logic (assassination, evidence collection, enemy elimination) to create replayable, objective-based gameplay scenarios.

  • Developed custom behavior trees and state machines for AI characters, allowing for realistic combat, patrolling, and detection behavior.

  • Optimized performance and asset loading to ensure smooth gameplay even on mid-range systems, suitable for academic deployment and demonstrations.

  • Presented the project as a capstone showcase, demonstrating advanced Unreal Engine usage and practical application of AI/ML techniques in game development.

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3d game made using unreal engine and state of the art graphics. Also has autopilot mode which utilizes machine learning (Player learns to play the game by itself) using Q-learning Algorithm.

Consortium

A hardcore sci-fi first-person role-playing experience. Explore, talk, fight and/or sneak through The Churchill Tower in 2042! Play an active role in the ongoing narrative. Every choice counts.

My Contribution

  • Contributed as a Gameplay and Systems Engineer on Consortium: The Tower, a sci-fi narrative RPG built in Unreal Engine with a strong emphasis on player choice and immersive storytelling.

  • Developed interactive systems supporting branching dialogues, stealth, combat, and exploration, allowing players to shape outcomes through meaningful decisions.

  • Engineered modular gameplay systems to support seamless transitions between dialogue, combat, and environmental storytelling in a persistent open-world space.

  • Implemented tools for narrative designers to easily create and manage branching conversation trees, event triggers, and consequence tracking.

  • Collaborated closely with the AI and animation teams to support dynamic character behaviors during both scripted and unscripted sequences.

  • Assisted in optimizing rendering and streaming of multi-level indoor environments, ensuring high performance across gameplay zones within The Churchill Tower.

  • Helped prototype and iterate on multiple gameplay styles (stealth, diplomacy, aggression) to support the game’s promise of total player agency.

Train Sim World 4

My Contribution

  • Supported the art team on Train Sim World 4 by assisting with the integration of environment and vehicle assets into Unreal Engine 4.

  • Handled scene setup, material assignment, and LOD configuration to ensure visual consistency and performance across multiple map regions.

  • Collaborated with environment and vehicle artists to troubleshoot asset import issues and ensure smooth handoff into engine-ready formats.

  • Helped validate lighting, collision, and visual fidelity of imported assets during QA and polish phases.

Feel the power of simulation in your hands. Experience immense velocity and express unrivalled creativity with Train Sim World 4! Expand your rail hobby and discover the raw emotion of driving a diverse array of iconic routes and trains. From training center to mountain pass, this is your journey

Bus Simulator 21 Next Stop

Bus Simulator 21 Next Stop offers the most comprehensive bus fleet in the history of the series with 30 officially licensed buses. Drive on two vastly different maps, alone or with friend. Play with extended management elements or just enjoy your time on the road.

My Contribution

  • Worked as a Tools Engineer on Bus Simulator 21, focusing on the development of custom navigation mesh generation systems to support complex open-world routing.

  • Built tools to automate and optimize navmesh generation for large, multi-region maps, ensuring efficient and accurate pathfinding for AI-controlled buses and traffic.

  • Designed editor utilities for the design team to visualize and validate navmesh coverage and connectivity in real-time.

  • Implemented support for dynamic navmesh updates in response to in-game events, traffic patterns, and route changes.

  • Collaborated with level designers and AI programmers to troubleshoot edge cases involving intersections, multi-lane roads, and narrow urban layouts.

Club Metaverse

My Contribution

  • Contributed as a Gameplay Engineer on Club Metaverse, a VR social experience featuring dynamic multiplayer game modes and user-generated content.

  • Developed core combat systems including VR-based melee interactions, gunplay mechanics, and player-versus-player (PvP) synchronization.

  • Built multiplayer-compatible game modes (PvP, PvE, sandbox) using Unreal Engine’s networking framework and replication systems.

  • Implemented interaction systems to support dynamic objects, physics-based gameplay, and player avatar customization.

  • Collaborated with designers and artists to ensure smooth VR performance and intuitive interaction across various headsets.

  • Assisted in integrating user-generated content systems, enabling players to create and share levels, avatars, and props within the platform.

  • Worked on optimizing networked interactions for real-time combat responsiveness in a high-concurrency multiplayer environment.

Club Metaverse is a Virtual Reality platform that supports users and projects to connect, build, and publish their creations into a constantly expanding social experience. Join other players online to interact and experience various game modes including melee combat, saber duels, gun combat (PvP, PvE), and more.

Hell Let Loose

Join the ever expanding experience of Hell Let Loose - a hardcore World War Two first person shooter with epic battles of 100 players with infantry, tanks, artillery, a dynamically shifting front line and a unique resource based RTS-inspired meta-game.

My Contribution

  • Provided engineering support on Hell Let Loose, a large-scale World War II multiplayer FPS featuring 100-player battles and dynamic frontline mechanics.

  • Assisted senior developers in debugging gameplay systems, network replication issues, and crash reports during live updates and patches.

  • Supported build stability and deployment by helping with integration testing, logging, and automated validation of critical game systems.

  • Helped triage and resolve platform-specific bugs, ensuring consistent performance and behavior across PC and console builds.

  • Collaborated with QA and tools teams to reproduce and verify high-priority issues reported by the player community.

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