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RESUME

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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

 

  • Created the seeker enemy prototype that led to the game becoming combat-oriented early in development.

  • Created base enemy script for all enemy types to inherit during the prototype stage of development.

  • Designed initial enemy health bars

  • Designed mockups for half of the levels; built each level over the mockup drawings in Unity.

  • 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.

  • 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

 

  • 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.

  • Created the pawn selection using by storing the checkers objects in open arrays.

  • 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

 

  • Designed vector-based UI for inventory

  • Scripted gameplay mechanics and environmental puzzles in C# and Javascript.

  • Designed level mockups to keep all four sections of the level (each made by a team member) proportionate and in alignment.

  • Maintained a living document containing the dimensions and proper resolutions for all objects used in the project.

  • Blocked-out the level with basic prototype textures and primitive meshes during pre-production.

  • 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

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