Game Developer · Programmer

I build responsive character controllers, tight movement systems, and lean tools that keep teams shipping.

Movement Gameplay Systems Editor Tools Optimization

Projects

Featured

Air-Tight Controller

Prototype-first movement system with coyote time, buffered inputs, and slope-aware acceleration for precise feel at any frame rate.

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Built a deterministic kinematic controller supporting walk, sprint, slide, wall-run, and ledge mantle with state-driven transitions. Input buffering and late-jump tolerance ensure consistency. Motion is authored with curves and constraints, and profiling kept allocations at zero during play.

Character Kinematics C# Unity
Sandbox

Grapple & Glide

High-mobility sandbox with spline-aware grappling, swing damping, and camera assist that sells momentum without nausea.

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Hook selection predicts intercept points across moving targets. Tension and cord length respond to player input and environmental constraints. Camera lerp limits roll and preserves heading at high speeds. Includes a replayable ghost for feel tuning.

Movement Cameras Physics
Production

NavMesh Combat AI

Modular enemy behaviors with utility selection, perception cones, and off-mesh actions synced to animation events.

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Composable tasks drive chase, flank, and retreat using stamina budgets. Signal-based events coordinate FX, sound, and hitstop. Debug overlays visualize LOS, hearing, and influence fields for quick iteration.

AI Tools Optimization

Tools

Editor · Pipelines

Motion Profiler

Captures per-frame velocity, ground angle, and input deltas with CSV export for balancing curves.

In-Editor No-GC

State Graph Lite

Minimal state machine with scriptable transitions for combos, cancels, and buffered inputs.

Gameplay Data-Driven

Build Steps

One-click CI-ready builds: version bump, addressables, and platform toggles.

Pipeline Automation