Game Development
Solo indie game development in Unreal Engine 5. Building Precinct: ZERO end-to-end — design, programming, animation, VFX, and level work — as a senior creative who wants to own every layer of the pipeline
FEATURED PROJECT - PRECINCT: ZERO
Precinct: ZERO is an arcade-style shooter built solo in Unreal Engine 5, designed for tight combat feel and high replay value. Every system in the game is hand-built — gameplay logic, character animation, particle effects, and level design. The project keeps me current on modern game development pipelines and forces me to solve problems across the full discipline stack.
WHAT I BUILT
Built gameplay systems in Blueprints including weapon mechanics, enemy AI, player progression, and combat feedback loops
Created and rigged character animations from scratch — player locomotion, combat behaviors, and reactive states in Unreal's animation system
Designed real-time VFX in Niagara, including muzzle flashes, impact effects, and environmental detail
Authored level design and pacing across multiple combat arenas, balancing sightlines, cover, and replayability
Managing all aspects of pre-launch including Steam page preparation, marketing, and community building
ADDITIONAL PROJECTS
HOUSE OF THE DYING SUN (Marauder Interactive)
Faction visual identity design for the critically-received indie space combat game released on Steam. Also contributed multiplayer deathmatch animations to an additional Unreal Engine 4 project for the studio.