I’m a gameplay programmer currently studying at The Game Assembly, with experience developing games in both Unity and custom C++ engines.
I enjoy building systems that directly affect how a game feels to play. My work has focused on gameplay systems, AI, and engine-side features such as navigation, input handling, and editor-to-runtime pipelines. I’m particularly interested in creating systems that are flexible, easy to work with, and support iteration for both developers and designers.
I’m especially drawn to systems that enable emergent gameplay and dynamic interactions, where simple mechanics can combine to create varied and unexpected outcomes. Designing systems that allow players to experiment and influence the game world in meaningful ways is something I find both challenging and rewarding.
I also value collaboration and enjoy working closely with designers to turn ideas into interactive systems. Making tools and systems that improve workflow and enable experimentation is an important part of how I approach development.
In my projects, I try to balance technical correctness with player experience. Whether working on AI behavior, gameplay mechanics, or game feel, I aim to create systems that are not only functional, but also intuitive and engaging.