Game Development Portfolio

Dino Wars (Android, iOS)
Max Gaming Studios, Kung Fu Factory, Flare Games - 2017 (Soft Launch, In Development)
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Invasion-style world map tech creation of visual effects and client-side functionality capable of handling ~150 zones and 250+ nodes based off of a flexible image-based backend for both terrain stamping and selection
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FTUE architecture design and implementation driven by configurable designer-driven JSON data
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Battle and Outpost deployment blocker grid algorithm improvements
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Performance profiling and optimizations
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Feature maintenance and bug fixing

Dark Horizons: Mechanized Corps (PC, Mac, Linux)
Max Gaming Studios - 2017 (Steam Early Access Beta)
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Shader design and creation for mech loadout previews and mech customization including two tone colors, camo patterns, nose decals, arm/leg decals, and a grunge/damage slider
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Design and implementation of UI system workflows and code architecture
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Layout and functionality implementation for most main menu panels, windows, popups, and widgets
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Assisted in project planning discussions including UI design, gameplay features, and lore

Adventure Time: Card Wars Kingdom (Android, iOS)
Max Gaming Studios, Kung Fu Factory, Cartoon Network - 2016
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Spell Burst effects creation for 1/3'rd of the game's cards
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Character and camera effects implementation for Seasonal Events
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Low res asset generation and optimization via editor tools
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Android deployment and Live Ops support
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Feature maintenance and bug fixing

Card King: Dragon Wars (Android, iOS)
Max Gaming Studios, Kung Fu Factory, Crooz - 2015
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Asset bundle generation and loading system creation
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Performance and build size optimization
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Platform-specific IAP implementation and deployment support
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Unity version upgrade support
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Feature maintenance and bug fixing

Hatch-It (Android, iOS)
Multivarious Games - 2015
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Shader creation for much of the game, including the various toon shaders and a flow mapped water shader
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Integrated lighting system construction that combined the game's lighting, fog, shadows, and post process effects into a single easy to use tool
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Design and implementation of a tile-based level creation system and workflow
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Modeled, animated, and made effects for the robot main character
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Additional effects creation for many other particle systems in the game
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Laid out most of the UI including functionality implementation