RESUME
About
I have produced two unique game projects during my studies, as well as short demos to demonstrate singular features and UI elements I have created. While my studies focused on learning C# and JavaScript through the Unity3D Developer, I felt compelled to explore the amazing Unreal Engine 4 and C++, as well as Python. My projects were developed in short cycles—the longest of which was five months—with small teams of around four people, for which coordinating through file-sharing software such as the infamous Perforce became pivotal. I’m accustomed to speedy, daily review cycles, and having polished mechanics ready to present to the team on a bi-weekly basis. My motto is: function, then form.
Work​
experience​
Level Designer | Gameplay Programmer | QA Lead
​Project Pace (Sept. 2015 - Jan. 2016)
Team Echo, Full Sail University
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Created the seeker enemy prototype that led to the game becoming combat-oriented early in development.
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Created base enemy script for all enemy types to inherit during the prototype stage of development.
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Designed initial enemy health bars
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Designed mockups for half of the levels; built each level over the mockup drawings in Unity.
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Designed a raycast to switch between two cameras: an overhead for when the player-character is inactive, and a wide-shot over-the-shoulder view for when the player-character is in motion.
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Organized game documentation; revised the GDD to track the game’s development progress.
Gameplay Programmer | QA Lead
Checkers, Browser-based (Feb. 2015 – Mar. 2015)
Team X-Ray, Full Sail University
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Performed code maintenance by reviewing each team member’s code and cleaning up extraneous lines, keeping documentation of major bugs and errors before and after solving them.
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Created the pawn selection using by storing the checkers objects in open arrays.
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Tracked development and conduct daily and weekly reviews of all assets.
Level Designer | Gameplay Programmer | QA Tester
Ilha da Morte (Oct. 2014 – Nov. 2014)
Team Cabbage, Full Sail University
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Designed vector-based UI for inventory
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Scripted gameplay mechanics and environmental puzzles in C# and Javascript.
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Designed level mockups to keep all four sections of the level (each made by a team member) proportionate and in alignment.
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Maintained a living document containing the dimensions and proper resolutions for all objects used in the project.
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Blocked-out the level with basic prototype textures and primitive meshes during pre-production.
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Debugged and cleaned code generated by the team, keeping it consistent to the team’s standards.
Software Skills
UNITY 3D DEVELOPER
UNREAL ENGINE 4
ADOBE PHOTOSHOP
ADOBE ILLUSTRATOR
ADOBE INDESIGN
PERFORCE
UMG BLUEPRINTS
XCODE
GITHUB
Languages
C++
C#
JAVASCRIPT
PYTHON
HTML / CSS
ENGLISH LANGUAGE CERTIFIED
Education
Bachelor of Science in Game Design | Full Sail University
September 2012 — December 2015
Winter Park, FL, USA