
Dynamic Games
As a technical game designer, crafting immersive experiences, and blending technical skills with creativity is a love of mine. Not only am I a team player but I am also an active communicator that does not stop till the job is done. I am always eager to challenge myself and learn as much as I can. Please hang out and explore my creations. I specialize in Unreal Engine but I also like to dabble elsewhere.
"Turning systems into satisfying gameplay”
BombBro
BombBro, a mild mannered Bomb Man, minding his own business bumps into BombPops, a veteran Bomb Man who lost his arms in the war. Hearing his plea for help against the tyrannical BossBot and it's evil minions, BombBro sets out on a mission to take down these villains and save his home world.
Along the way, BombBro will gain help from some...unique allies and learn an ability or two to get to the end to take down the evil BossBot. BossBot plans to use every creature that comes its way as tools to make sure their overall plan comes into fruition.
It is up to BombBro and friends to uncover the secrets of BossBot's plans as well as a way to stop it. Will you help BombBro and will you uncover all there is to find in the world of BombBro.
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Gameplay Trailer
My Technical Contributions
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Built entire gameplay framework in Unreal Engine 5 C++/VS
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Created data-driven ability & Enemy AI system
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Implemented save/load system with Game Instance feature
Timer for Power-up
Checkpoint Function
Current Project
Ranger_Veil
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In the ancient forest of Eryndor, the Shroud—a mystical barrier of starlight and songs—once sealed away the nightmarish Hollow Veil, a realm of endless hunger and twisted reality.
The last Veilwalker is Thalendir Shadowstride, a hooded, battle-scarred male elven ranger in weathered green cloak and rune-etched armor, wielding an ancient yew longbow with leaf-fletched arrows. Immortal and alone after centuries of loss, he guards the fading forest in silence.
When a black-iron lance pierces the Heartroot tree and tears the Shroud, the Hollow begins to awaken. Thalendir crosses the rift into the inverted, memory-devouring other side to hunt the mysterious lance-bearer and seal the breach—or Eryndor and all life fall.
He tracks his prey across warped landscapes, bartering fragments of his past and killing horrors that wear familiar faces. The pursuit ends at a shattered mirror-sea, where Thalendir draws one final arrow from the Heartroot itself for a desperate shot.
Success might mend the Shroud. Failure unleashes oblivion. No one has ever returned from the Hollow.
Teaser Gallery

Welcome to my projects page where the fun begins.
Void Escape is a pulse-pounding stealth-action game where you play as a rogue space outlaw breaking out of a high-tech asteroid prison. Scavenge power cells to hack doors and sabotage defenses, evade adaptive AI guards, and improvise escape routes in a facility that fights back—every alarm, blackout, and guard takedown reshapes your path to freedom.


Created a UI/UX player menu so the user can navigate and have direction towards gameplay
Create a playable arena where the user navigates obstacles to pickup fuel cells and collect a specified score amount.


Bio Mutant is inspired by Mad Maxx and Rocket Racoon of the Guardians of the Galaxy. This is a tile-based game that is Isometric in design. You will have to solve puzzles and figure out how to get around in each arena. In this story yo will play as the bounty hunter Howitzer and get paid by bringing in the nastiest of villain's. (Dead or Alive)

Went from a simple Concept to a more polished arena, which was beautified with Unreal Market Place assets.


Made level design that implemented my grapple mechanic, utilized my pickups and stored them as collectables. Trap doors, portals, and barriers were a key part of my levels.

Escape SPQR project was created and inspired by my family heritage and Ridley Scotts (Gladiator). This game is based on a walking simulator and is in the 3rd person. Your character is Murdock and he is a time traveler where he discovers different lands on his conquest to explore new territories. The project took me a total of 2 months, one month for Blockout/Graybox and one month for the polish from Pre-Alpha to Gold.
Polished the blockmesh as I tried to find the right setting. I used market place assets that I migrated over and inserted into Escape SPQR. Created a vast landscape of contours, valleys, and mountain tops.


Created a water material for the ocean layer. Made numerous visual scripts for gameplay which included cinematic trigger volumes with Level Sequencers attached.

Aura Awakening project was created due to my overwhelming passion for fantasy games, specifically that of the Wizardry world. Aura Awakening is a Top Down 3D fantasy adventure game. You play as Valthor Merlin and are seeking great power from a newly discovered entity, location unknown. It is up to you to discover this new power.

Created an Actor component to give Health data to all Actors in which required a Health system and/or took damage.
Created an animated Lava material, and a Niagra system which shows Lava bubbles. Bubble effect




















