Projects
Unreal Engine/C++
Street Grudge (Still in development)
A 2D side-scroller action-adventure beat em up game with a built-in parkour feature. You play as a former gangster defeating various thugs in your way until you fight the final boss to complete the game. You can use the basic jumps, attacks, and leverage background buildings for parkour based moves like a higher jump or an aerial attack. This game was made using hand drawn 2D assets and Construct 2 with heavy emphasis on AI, and has a 3D prototype developed in Unity3D. Full game will come out in Unreal Engine and C++
Dijkstra Online (To be developed)
Based on the computer science concept Dijkstra, but instead of finding the shortest path to a destination, you find the shortest strategy to win your battles. This game is currently being made using Unreal Engine and C++
Cyber Escape (Full game not fully developed yet)
Currently in development. A first person puzzle game in which you draw traces, connecting all the circuits on your tablet to manipulate a room in order to escape the Cyber facility holding you hostage. An interactive prototype was developed using Unreal Engine Blueprints.
FPSGame
A simple game of vandalize, pickup, and drop off. Sneak around the level, collect the necessary items, tag a message, and find an escape route. Make sure you don't let the guards see you. This game also features simple multiplayer networking. Prototype make in Unreal Engine and C++
PowerUp
This game has your robotic model keeping up by energizing itself with batteries to keep running. It served as my transition from Unity3D to Unreal Engine and C++. From there I learned about blueprints, visual scripting, and configuring properties using macros.
Laser Cannon Simulator
A basic 2D tank that shoots laser beams in all directions with smooth movements without using a lot of space. Made entirely in C++ OpenGL GLUT.
Crazy8
A simple game of crazy8's made in an attempt to learn game programming from pure C++ using Visual Studio and SDL Graphics package. It makes use of the mouse click events.
Fruit Spinner
A casual mobile game where you squeeze juice by spinning fruits. You start off easy by spinning one fruit, leading to a button you must click to generate juice boxes before the button disappears. The game gets harder as you deal with multiple fruits. All fruits must be spinning in order to generate juice boxes. If one fruit stops spinning it's game over. This game was programmed using Unreal Engine and C++ for Android.
Unity3D/C#
Kaiju Bash
A 3D battle royal game featuring local multiplayer. Choose your Kaiju and create your own adventure when you defeat various enemies and environment capsules to collect your powers and abilities to boost your stats before you face off against your opponents and keep playing until one player is left standing. Developed using Unity3D and C# while working with a team of developers and designers
Ghost Runner
An escape oriented 3D game where you play as a robot, and find the exit while avoiding supernatural beings (Ghosts, Ghouls, and Grim Reapers). By collecting special coins and orbs, you can use force field to go through enemies and other obstacles that stand in your way within a certain period. This game was programmed using Unity3D and C#.
Muay Thai Simulator
Inspired by my interest in Muay Thai, this gaming prototype simulates the basic and lethal strikes of Muay Thai. This was developed using Unity3D and C#
Combat 3D
My very first game development assignment when learning game development in Unity3D and C#. Through this one project, I learned a lot about mesh manipulation, detecting object collision, designing user interfaces, keeping 3D models grounded etc.
Experience
Gameplay Programmer
July 2020 - present
Little Grim Entertainment
Speed up the development process faster by fully integrating the Unreal Gameplay Ability System during the prototyping phase, which saved time that is used to develop game specific abilities early, as well as developing a seamless consecutive combat system for placeholder character, creating a baseline combat system used for all game characters and its combat abilities.
Little Grim Entertainment
Speed up the development process faster by fully integrating the Unreal Gameplay Ability System during the prototyping phase, which saved time that is used to develop game specific abilities early, as well as developing a seamless consecutive combat system for placeholder character, creating a baseline combat system used for all game characters and its combat abilities.
AI/Gameplay Programmer
March 2019 – March 2020 (1 year)
Toronto Film School
Integrated patrol path and simple AI movements to create the first boss for team game project, Kaiju Bash. Developed various AI features to create hellhound behaviour such as attack, jump back physics, strafe, target switching, fireball etc.
Toronto Film School
Integrated patrol path and simple AI movements to create the first boss for team game project, Kaiju Bash. Developed various AI features to create hellhound behaviour such as attack, jump back physics, strafe, target switching, fireball etc.
3D Graphics & Mobile App Developer
September 2016 - December 2016 (4 months)
Pinewood Toronto Studios
Moved project development faster with LibGDX Java Graphics Framework, which led to the rapid development from an existing product into a 3D prototype
Pinewood Toronto Studios
Moved project development faster with LibGDX Java Graphics Framework, which led to the rapid development from an existing product into a 3D prototype
Quality Assurance Intern
January 2016 - April 2016 (4 months)
CA Technologies
Conducted quality assurance (QA) testing to ensure Privilege Access Management is working using JUnit unit test environment to ensure multiple servers are running to allow advancement in sprints
CA Technologies
Conducted quality assurance (QA) testing to ensure Privilege Access Management is working using JUnit unit test environment to ensure multiple servers are running to allow advancement in sprints