Technical Game Designer specializing in gameplay programming, systems design, and AI development using Unity (C#) and Unreal Engine 5 (Blueprints). Proven track record of creating, implementing, and optimizing engaging mechanics, scalable systems, and intuitive player experiences that increase retention and replayability. Collaborative problem solver skilled in agile workflows, debugging, and delivering polished, player friendly games.
Overview
3
3
years of professional experience
Work History
Technical Designer / Gameplay Programmer
University of Central Florida
03.2023 - Current
Punk Rock Exorcist (Unreal Engine 5) – Technical Designer (January – August 2025)
Developed gameplay mechanics including power slide movement, enhancing player mobility, traversal, and combat responsiveness.
Scripted AI boss attack patterns (Jemorgan) to improve combat challenge, pacing, and replayability.
Implemented and optimized character animations (enemy + player) for smoother gameplay performance and responsiveness.
Built interactive player tutorials that improved onboarding, reducing learning curve for complex mechanics.
Signal Surge Tech Designer Unity (January – April 2025)
Programmed adaptive AI combat behaviors based on distance-to-base algorithms, introducing scalable difficulty levels.
Designed line-of-sight and safety rating systems using tile-based elevation logic to deliver strategic AI responses.
Scripted camera systems and UI feedback loops, enhancing situational awareness and player experience.
Ghost Moon High Noon Programmer/Systems Coder Unity (September 2023 – May 2024)
Developed interactive breakable objects with physics-based feedback (coins, debris), increasing player engagement and exploration.
Programmed room transitions and teleport systems to support seamless level navigation and world-building.
Built and maintained inventory, pickup, and progression systems, enabling state persistence and dynamic game progression.
Created UI systems (health bar, phase meter) to provide real-time player feedback, reducing confusion during playtesting.
Designed door and switch mechanics (pressure plates, puzzles), enriching level design variety and interactivity.