Systems designer and recent SCAD Game Development graduate specializing in gameplay systems and technical implementation in Unreal Engine 5. I take systems from prototype to shipped, playable builds — enemy AI, weapons, spawning, and tools — with a focus on clean, extensible architecture.

Unreal Engine 5 & Blueprints
Enemy AI / Behavior Trees
Gameplay Systems Design
Weapon & Combat Systems
Niagara VFX
Unity & C#
Git / Perforce
SCRUM / Agile
Building & Shipping to Steam
Bachelor of Fine Arts — Interactive Design and Game Development
Savannah College of Art and Design (SCAD)
2022 – 2026
Artificial Overthrow
Shipped Portfolio Game · Team · 20 Weeks
Tools: Unreal Engine 5, Blueprints  ·  Role: Sole Systems Designer
  • Sole systems designer on a first-person arcade shooter built by a small team in 20 weeks — designed and built every gameplay system in Blueprints
  • Programmed enemy AI two ways — Behavior Trees + Blackboard (Roller) and a hand-built Blueprint state machine (Flyer) with patrol and reload states
  • Built both weapons, a throwable EMP crowd-control device (trace-and-disable-by-type), a drone-cluster spawner with tunable difficulty tiers, and cross-level save/persistence
  • Owned the full build-and-ship pipeline — packaged, built, and shipped the game to Steam (now Coming Soon)
Modular Spell System
GAME 380 · In Development
Tools: Unreal Engine 5.6.1, Blueprint Visual Scripting
  • Built a modular spell system where each spell is a self-contained component; new spells register automatically via Get Components By Class with no edits to existing logic
  • Designed elemental combo interactions (freeze then ignite) through shared enemy state rather than direct references between spells
  • Implemented Chain Lightning end to end: sphere-overlap grab, per-frame pull toward an anchor, and looping Niagara beams tracked and cleaned up manually
  • Added a wall barrier that amplifies any spell cast through it — a cross-spell force multiplier
Third-Person Spell Casting Game
GAME 405 · Winter 2025
Tools: Unreal Engine 5, Blueprint Visual Scripting
  • Programmed complete third-person character controller, camera system, and responsive movement mechanics
  • Built modular spell casting system with multiple spell types, cooldowns, targeting, and projectile physics
  • Developed AI behavior for 2 enemy types using Behavior Trees with patrol, chase, and combat states
  • Integrated third-party rigged characters and animations into functional combat prototype
Building personal games & rapid prototypes
Homelab & self-hosting
Analyzing systems-driven & tabletop games