Technical Artist - Gameplay Programmer - Unity & UE5 Developer
code Portfolio
Selections
Life is Strange: Double Exposure
A narrative adventure game created in Unreal Engine 5, Currently in Development by Deck Nine and Published by Square Enix in Fall 2024 on multiple platforms
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Rebuilt and lead direction on the entire locomotion system away from ALS to a custom locomotion system,
streamlined NPC locomotion animation handling -
Expanded on functionality of player camera
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Utilized Control rigs for real-time animation tweaks
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Worked on implementing emotion-based facial animations for the player character
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Working on Maintaining and expanding on new in-house cinematics tech
The Expanse: A Telltale Series
A narrative adventure game created in Unreal Engine 4, Developed by Deck Nine and published by Telltale in fall 2023
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Built 2 entirely new locomotion systems and Camera rig from the ground up, including full 6DOF zero G and gravity boot locomotion systems
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Helped set up UI tech in pre-production
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Authored and Implemented Dynamic Materials for VFX such as camera dithering and the backpack light indicators for object collection and oxygen levels
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Authoried custom animBPs, including making a custom CCDIK solver
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Worked on general company-wide solutions to various proprietary engine and cinematics tech
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Made special gameplay for the DLC
A narrative adventure game created in Unreal Engine 4, developed by Deck Nine and published by Square Enix. Released in Fall 2021 on multiple platforms.
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Specialized in the player locomotion system, working closely with animators to ensure smooth transitions
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Worked within unreal engine, C++, and with in-house software
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Inherited, revised, and maintained a custom animation state handling system to create robust but responsive locomotion
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Added an ambient facial animation system and implemented a Look-at system
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Had a hand in various other touches and systems, including UI, the in-house StoryTeller sequencing system, and engine level changes
Physically Based Hover Scooter
Unity physics-based hover scooter simulation
Physically Based Hand Interaction
Unity physics-based hand interaction simulation for oculus and leap motion hand tracking
Link to Thesis Paper:
Narrative and Environmentally Based Character Expression System For Gameplay-Centric Video Games
Masters Thesis regarding the implementation of more robust character expression for player immersion in video games. Made in Unity
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Created the character and statue models and surfaces, as well as animations
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Created custom shaders for color customization and stylized skin tone
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Created a code driven animation system for swapping banks of character animation and setting strength of reactions
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Character Rig and Voice provided by Kira Foglesong
Group production project made in Unity, utilizing physically based game play. Responsibilities Include:
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Creating Level scrolling system
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Creating entirety of boss and boss fight from concept to code, including: modeling, surfacing, rigging, animating, and state machine programming
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Providing programming support for team less familiar with Unity
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Creating various particle effects
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Directing voice work
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Creating the SFX and Music
Mech VR
A motion simulator game made in Unity for Siggraph 2016. Responsibilities included:
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Coding Game Behavior
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Level Design
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HUD Design
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Music and SFX
Therenect
Procedural audio program created in Unity.



Domain Warped Julia Set
This Unity based shader uses animated noise functions to make local changes across a Julia set, creating a fluidly morphing fractal.



Super Pallete Bros.
A C# WPF tool that allows users to edit the palette of Super Mario Bros. ROMs. Includes functionality to change the palette of most every level type and character.

Distance Based Geometry Shader
This Unity shader uses a world space coordinate passed through a script to grow and shrink geometry based on proximity. The shader also controls emission and transparency, allowing for a more futuristic effect.

Multi-Variable Skin Shader
This Unity shader uses linear interpolation between a set of colors to create more realistic interpolations of skin color. Greens and blues are toned down as the surface turns away from light, to simulate the warmth of subsurface scattering. Face details like freckles and lips use a special multiply map that multiplies the color beneath with itself by some mix factor.
Virtual Closet: AR clothing App
iOS Augmented Reality proof of concept application that allows users to capture and save pants and shirt designs onto virtual proxies. Made in Unity
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Created the entire app from the ground up
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Created the UI system, Clothing models, and Capture to Texture process
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Utilized json compression to save "closets" on an online database that allowed each user their own unique ID and storage


NES Text Tool
A C# WPF program designed to create text files parseable by the NES Text Engine for use in NES games. includes additional python script to format any plain text to be compatible.
NES Text Engine
A 6502 Assembly process designed to create custom, dynamic windows and text processing for home-brew NES games.
The Backtory
N-Back Brain Game created in Unity.
Responsibilities included:
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Game Design and Coding
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Music and SFX
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Modeling
Panda Plunder
Collaboration between Clemson DPA and Trident Technical College students for a Game Jam.
Responsibilities included:
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Game Design and Coding
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Music and SFX
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Level Design




Model Voxelizer
C++/OpenGL Program that converts poly meshes into voxel structures, given a specified model, scale, and resolution, using a 3-part ray-casting method.