Underpaid Exorcists – Map 2
A co-op horror map developed within an existing project, combining exploration, environmental interaction, cooperative problem solving, encounters, objective progression, and extraction.
Case Study// portfolio
Game Developer
I build the systems that make games feel good to play.

I’m a Gameplay Developer building responsive mechanics, reusable systems, and playable prototypes with Unreal Engine and Unity. My work focuses on player movement, combat, enemy behaviour, UI, input, and turning gameplay ideas into functional experiences through Blueprint and C#.
A co-op horror map developed within an existing project, combining exploration, environmental interaction, cooperative problem solving, encounters, objective progression, and extraction.
Case StudyA third-person survival combat prototype built in Unreal Engine 5, featuring Blueprint-driven combat, enemy AI, interactive objectives, and first/third-person camera switching.
Case StudyA 3D endless runner focused on responsive movement, obstacle avoidance, and core gameplay systems.
Case StudyFocused write-ups of individual mechanics — movement, interaction, combat, UI & input.
An isometric gameplay prototype featuring mouse-based aiming, weapon handling, trace-based targeting, and a custom camera occlusion system that keeps the player visible behind level geometry.
OpenA reusable upgrade station system that presents the player with three gameplay modifiers and applies the selected upgrade directly to character stats.
OpenA work-in-progress UE5 Blueprint combat system featuring collision-based attack tracing, hit/miss detection, and heat-driven risk–reward mechanics.
OpenLooking for my first role in gameplay programming — full-time or internship. The fastest way to reach me is email.