• Actively participated in code reviews, incorporating team feedback to elevate code quality and collaboration.

  • Engineered modular gameplay systems using object-oriented design tailored for Unreal Engine’s 3D environments.

  • Created realistic AR experiences by integrating real-time physics and optimizing input responsiveness.

  • Played a key role in sprint planning and feature refinement, helping streamline development cycles.

  • Enhanced tactile feedback realism by fine-tuning weight simulation and haptic response parameters in AR applications.

XR Developer / Full Sail AR/VR Labs

Professional Projects

Project Terry

Full Sail AR/VR Labs 2024

A sample of the game titles that I've worked on over the years

Tools Used

  • Unreal Engine (Blueprints): For implementing AI, 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. 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).

  • Developed efficient, reusable C# scripts to implement responsive game logic and player interactions in Unity.

  • Contributed to Agile sprint cycles through active participation and rapid feature iteration.

  • Identified and fixed gameplay and UI bugs using Unity’s diagnostic tools to improve stability.

  • Produced detailed documentation to keep the team informed and aligned on project progress.

  • Quickly adapted to new tools and workflows to support fast prototyping and iterative design.

  • Collaborated closely with designers to translate creative concepts into functional game features, ensuring alignment with project vision.

Unity 3d Developer / Full Sail University

Project Puppy

Full Sail University 2024

Tools Used

  • Unity Engine (C#): For implementing AI, NPC behaviors.

  • 3D Assets (Blender 3D): For creating props such as Dog, Cage, Stick.

  • Chaos Physics (Unity Engine C#): For creating destructible environments, terrain deformation, and impact systems.

  • Animation Blueprints (Unity Engine C#): For managing complex cage behaviors and rope of the stick.

  • Version Control and Profiling Tools (GitHub/ Gitlab): For code management and game performance optimization.

As a Unity Programmer for Project Puppy (Full Sail University), I designed a player UI system using user-centered design and immersive technology principles. I improved item interactions and integrated realistic collider behavior for better gameplay immersion. Using modern development approaches, I integrated advanced features into Unity and designed intuitive UI elements in Adobe Photoshop, also helped enhance the educational value and engagement of the game elements.

College Projects/ Capstone Projects

QA Testing

  • Performed comprehensive regression testing across multiple game builds to ensure that resolved issues remained fixed and no new bugs were introduced, maintaining overall build stability.

  • Tested UI menus across various screen resolutions and aspect ratios, evaluating font legibility, responsive scaling, input handling (mouse, keyboard, and controller), and logical navigation flows.

  • Created, maintained, and executed detailed test cases to verify the functionality of core game systems such as save/load mechanics, input remapping, AI decision-making, and real-time UI responsiveness.

  • Validated full controller support, including accurate button mapping, haptic (rumble) feedback, and accessibility options to ensure a consistent and inclusive user experience.

  • Ran extensive compatibility testing across diverse PC hardware setups and display configurations to uncover and document performance-related issues, graphical anomalies, and hardware-specific bugs.

User Interface Design & Development

  • Ensured scalability and usability across various screen sizes and devices, optimizing user experience on multiple platforms.

  • Designed and implemented a cohesive Main Menu UI, aligning aesthetics with the overall game style for seamless visual integration.

  • Developed smooth, animated countdown number transitions to enhance the visual fluidity of the user experience.

  • Created and integrated Pause Menu UI interaction, offering intuitive control for players during gameplay.

LUNAR DERBY 3000

Tools Used

  • Unreal Engine 5.2 (Blueprints): For implementing AI, Car movement mechanics.

  • 3D Assets (Blender 3D): For creating props such as barricades and car.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Animation Graphics (Adobe Photoshop): For designing UI Elements and display.

  • Version Control and Profiling Tools (GitHub): For code management and game performance optimization.

As a QA Tester on Lunar Derby 3000, I was responsible for ensuring a high-quality player experience by rigorously testing gameplay systems, UI elements, and platform compatibility, also designed a customizable UI that enhances interaction. Dynamic countdowns and interactive elements were included to improve accessibility. Following best practices , the design optimized the player experience.

QA Testing

  • Collaborated closely with a team of three developers using Agile workflows, participating in daily stand-ups and sprint reviews while providing both technical and player-focused feedback to improve gameplay feel, responsiveness, and overall polish.

  • Helped identify and resolve over 20 critical bugs prior to submission, including soft locks, UI freezes, and broken game logic, significantly reducing the risk of regression and enhancing game stability before release milestones.

  • Stress-tested early builds across multiple hardware configurations, uncovering issues related to inconsistent input handling, frame rate drops, and compatibility with various operating systems and display setups.

  • Created and maintained detailed QA documentation, including structured test cases, execution reports, and defect logs, ensuring clarity and traceability throughout the testing lifecycle.

  • Organized and tagged reported bugs by severity, affected system, priority level, and platform, enabling efficient triage and resolution planning by the Producer and development team

Menu System Design & Implementation

  • Designed an intuitive main menu layout and implemented prototype menus (Main, Pause, Settings, etc.), ensuring seamless user navigation.

  • Developed and integrated adjustable settings in the Options Menu, including Graphics Quality, V-Sync, Resolution, and Volume Sliders, enhancing player control over game settings.

Visuals & Animations

  • Added dynamic, animated loading screens with randomized logic to enhance visual appeal and reduce perceived wait time.

  • Integrated splash screens with synchronized audio, improving the presentation and user experience during game load sequences.

  • Fixed major and minor UI image issues, refining and adjusting designs across all menus for consistency and functionality.

Interactive Systems & Controls

  • Implemented Mini Map functionality with a new UI, providing players with an interactive map for better navigation.

  • Developed scrolling controls menu functionality to allow seamless user customization of interface options.

GOBLIN'S SCARE: A KNIGHTS TALE

Tools Used

  • Unreal Engine 5.2 (Blueprints): For implementing Player movements, UI Systems and settings.

  • 3D Assets (Blender 3D): For creating props such as Characters, and Environment props.

  • Animation Graphics (Adobe Photoshop): For designing UI Elements and display.

  • Chaos Physics (Unreal Engine): For creating destructible environments, terrain deformation, and impact systems.

  • Version Control and Profiling Tools (GitHub): For code management and game performance optimization.

As a QA Tester, I worked closely with a small development team in an Agile environment to ensure the quality and stability of each build. I provided ongoing technical and user-centered feedback, helping the team identify and resolve over 20 critical issues, including gameplay soft locks and UI freezes. My responsibilities included stress-testing the game across multiple hardware configurations, improving input reliability and system compatibility. For Knight’s Scare: A Goblin’s Tale, I applied UI design best practices to create an intuitive interface with mini-map functionality, dynamic loading screens, and interactive menus. Drawing on immersive design and user engagement research, I ensured smooth navigation and enhanced the experience through audio-visual feedback. User-centered design principles improved accessibility and interactivity. Insights from immersive environment research also informed virtual world mechanics, keeping users engaged throughout the game.