I’ve worked with a wide range of software and tools for both game development and character design, and each one plays a key role in how I bring projects to life. Whether I’m writing code for gameplay systems or sculpting a new character, I rely on the tools I know best to do it right. For game development, I use Unity and Unreal Engine. Unity is where I’ve done most of my scripting in C#, especially for 2D and 3D games where I need to control player movement, enemy AI, UI, and game logic. I like how flexible Unity is and how fast I can test ideas. With Unreal Engine, I’ve worked more with Blueprints and C++, and it’s my go-to for more graphically intense projects or when I want to push visuals to the next level. Unreal’s built-in tools for lighting, animation, and real-time rendering are powerful, and I’ve used them to build realistic environments and effects. For character design and modeling, I use Character Creator 4 and 5, along with Blender and ZBrush. Character Creator has been a game-changer for building realistic, stylized, or game-ready characters quickly. I use it to design fully rigged characters with detailed morphs, facial expressions, and animation-ready skeletons. It’s especially useful for pipeline integration with Unreal and Unity, making the export process smooth. I’ve used Character Creator to speed up prototyping and to polish characters for both cinematics and gameplay. Blender is still my main tool for 3D modeling, sculpting, rigging, and basic animation. It’s where I shape the environments, props, and assets that go into the game world. When I need more detail or want to create highly stylized or realistic character features, I use ZBrush. It’s great for high-res sculpting and has helped me understand form, anatomy, and detail on a much deeper level. I’ve also used Maya in projects where it was required, mainly for rigging and animation workflows that need more advanced control. To give those models texture and life, I use Substance Painter. It’s my favorite for painting detailed materials onto 3D models, whether it’s worn metal, skin, cloth, or hard surfaces. It’s where I can really bring the surface of a model to life and make it feel part of the world. I also use Photoshop and Illustrator for creating texture maps, UI elements, and concept art. Photoshop helps with image editing and matte painting, while Illustrator is useful for clean, vector-based work like icons and interface designs. On the programming side, besides C# and C++, I’ve written code in Java and Python. Java has come in handy for cross-platform apps and for understanding object-oriented programming on a deeper level. Python I’ve used for quick scripts, tools, and even prototyping logic outside of game engines. No matter the language, I try to write clean, modular code and document what I do, especially when I’m collaborating. I do most of my coding in Visual Studio or VS Code, depending on the engine or language. I also rely on Git and GitHub for version control. I use them to track changes, roll back bugs, and work smoothly with teams. Whether I’m working alone or as part of a group, Git helps me stay organized and avoid conflicts. For planning and team collaboration, I’ve used Trello and Jira. Trello is great for simple task boards, while Jira helps break big goals down into manageable steps and keep track of progress during sprints. All of these tools come together to help me create games that look good, play well, and feel polished. I’ve learned to not just use software, but to understand how each one supports my creative and technical process.