Gameplay Systems Engineering
Collaborated with developers to implement simulation features and UI systems for MR applications on Meta Quest 3.
Utilized Git version control to manage projects and collaborate with artists and sound designers.
Learned and applied Agile methodologies to manage tasks and collaborate effectively within a cross-disciplinary team.
Collaborated with multidisciplinary teams remotely and in person to meet project milestones within strict constraints.
Applied iterative feedback to refine mechanics, ensuring robust and scalable gameplay systems.
Utilized Visual Studio and Unreal Blueprints to optimize development workflows and rapid prototyping.
Combat and Weapon Systems
Engineered comprehensive firearms behavior and mechanics, including recoil, reloads, and ammo tracking.
Developed dynamic weapon upgrade system, enabling real-time adjustments to stats like damage, accuracy, and fire rate.
Integrated multi-layered hit detection and physics-based impact systems to enhance realism in combat encounters.
Optimized asset streaming and destruction pipeline for seamless player experience across large game worlds.
Misc..
Collaborated closely with design teams to fine-tune gameplay balance across multiple levels.
XR Developer Full Sail AR/VR LABS 2024
PROFESSIONAL PROJECTS
Project - Terry
A sample of the game titles that I've worked on over the years
Tools Used
Unreal Engine (Blueprints): For implementing AI, NPC behaviors, pathfinding, and weapon mechanics.
Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.
Asset creation (Blender 3D): 3D models, textures, and animations for NPCs, weapons, and destructible environments.
Animation Blueprints (Unreal Engine): For managing dynamic weapon animations, recoil, and reload behaviors.
Version Control and Profiling Tools (GitHub/ Gitlab): For code management and game performance optimization.
As an XR Developer at Full Sail AR/VR Labs (2024), I used immersive technology principles to create a realistic VR experience for Project Terry, featuring a virtual traffic stop interrogation system (Full Sail AR/VR Labs, 2024b). Research on immersive learning and interactive systems informed realistic features like AR-15 weapon mechanisms and animations. Applying user-centered design, I ensured the UI was both engaging and easy to use, enhancing the overall experience for Project Terry (Full Sail AR/VR Labs, 2024).