Technical Focus

Languages & Engines

  • C++
  • C#
  • Unity
  • Custom C++ Engine
  • Git

Core Strengths

  • Gameplay Programming
  • Systems & Feature Development
  • Tools & Pipeline Development
  • UI & Interaction Systems

Technical Areas

  • Behavior Trees & GOAP
  • Steering Behaviors
  • Networking (UDP, replication basics)
  • Rendering & Shaders
  • Profiling & Optimization
  • Data-Driven Systems

Professional Experience

Filimundus — Programming Internship (Sep 2025 – Present)

Working as a gameplay programmer at Filimundus, contributing to shipped titles and building gameplay features in a production environment using Unity.

BRIO World – Railway

Released Title

Contributed to gameplay systems in a shipped commercial title.

Minigames

Released

Developed two released minigames from scratch in a production environment. Ported a legacy minigame into a new system.

Drawing Game

Unity — In Development

Built a file system for persistent user data, implemented responsive drawing UX flows, enhanced an existing drawing system, and created a custom glitter shader.

About Me

I'm a game programmer with a strong focus on gameplay and AI systems, finishing the final internship phase of my education at The Game Assembly. I enjoy building systems that make characters feel responsive, mechanics feel satisfying, and tools that help designers iterate faster.

I work in both C++ and Unity (C#), and I'm comfortable taking features from idea to implementation. Through team projects and professional work, I've collaborated closely with designers, artists, and animators — and I've contributed to released games.

Selected Technical Work

From team projects at The Game Assembly — built in a custom C++ engine

RTS-style AI

Goal-Oriented Action Planning · 8-Week Solo Project

Built an RTS-style AI system inspired by Age of Empires. The AI is driven by a GOAP system and a custom planner that picks the most effective actions based on the current world state.

Farmers follow plans using A*-influenced movement, avoiding enemies while gathering resources. Soldiers respond to enemy presence or patrol low-defense areas. Goblins wander randomly, targeting vulnerable spots.

The world is grid-based with procedurally placed resources. All units share an entity system, with sprite batching handling visuals.

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Enemy AI & Steering

Steering Behaviors · Behavior Trees · Object Pooling

Implemented enemy AI using steering behaviors and a shared blackboard system. Each enemy type responds to its surroundings through Seek, Arrival, Separation, Spread and Object Avoidance.

Movement and behavior are reactive and data-driven. Enemies stay in formation, avoid obstacles, and use behavior trees for decision-making.

The system is fully tweakable via ImGui controls, allowing live adjustment of speed, mass, and force, plus preset ray layouts for precise steering response.

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Navmesh Creation

Recast Integration · Grid Mapping · Debug Rendering

Uses Recast Navigation to automatically generate walkable areas from level geometry, producing both a Detailed and a simplified Polymesh navmesh. The result is a clean, optimized polygon mesh for real-time pathfinding.

Converts Recast data into a custom grid format for fast lookup of node centers and connections. This grid is also used by AI behaviors like edge steering to keep enemies on-path.

The navmesh is rendered visually for debugging, showing geometry and node relationships. Fully customizable to fit different AI use cases and map layouts.

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