Gameplay-focused programmer with 6+ years of experience building scalable systems, AI-driven gameplay, and multiplayer features for commercially released mobile games.
A massively popular offline mobile board game with over 100 million downloads on Google Play. Contributed to the live production version by improving gameplay systems and implementing monetization and analytics features.
Working on a live game with millions of players taught me the importance of stability and careful feature rollout. I learned how analytics and remote configuration can be used to monitor player behaviour and adjust game balance without requiring full app updates.
A real-time multiplayer board game supporting competitive online matches and multiple game modes including Ludo and Snake & Ladder within the same application.
Building a real-time multiplayer system taught me how to manage server-authoritative game states and handle edge cases such as disconnects, reconnections, and host migration. I gained practical experience designing gameplay systems that remain consistent across multiple clients.
A puzzle game requiring highly optimized logic to handle massive chain reactions and special block abilities.
Developing the gameplay and level editor taught me how important internal tools are for production speed. By building designer-friendly tools, I learned how engineering decisions can dramatically accelerate content creation and iteration.
A high-octane rogue-lite survival game focused on fighting massive hordes of enemies with evolving abilities.
Designing modular gameplay systems taught me how to decouple logic and data so that new abilities could be added without modifying the core systems. This reinforced the importance of scalable architecture in games with many interacting mechanics.
A 3D driving simulation and licensing game combining vehicle handling with educational quiz mechanics.
Working on a driving simulation taught me how gameplay systems and UI must interact smoothly. I learned how to structure state management so that complex transitions between gameplay and UI flows remain predictable and maintainable.
A chill 2d kite-flying game featuring varied environments and dynamic thread-cutting mechanics.
Architected a scalable Inventory System to handle multiple kite types, unlockables, and player stats. Implemented the 2d spatial logic and collision detection required for the core "thread-cutting" combat loop across multiple environmental difficulties.
This project helped me understand how gameplay systems and player progression interact. Building the inventory system required designing flexible data structures that could support multiple unlockable items and upgrades.
A solo-developed, level-based survival shooter featuring modular weapons and dynamic enemy wave progression.
Engineered a custom Behavior Tree AI to manage diverse zombie patterns (patrolling, chasing, attacking). Built a scalable weapon and power-up system allowing for the rapid addition of new gun types without cluttering the core player logic. Handled 100% of the full-cycle deployment to the Play Store.
Developing the entire project independently taught me how different game systems interact under production constraints. I gained experience balancing gameplay complexity with performance and maintainability.
A fast-paced mining survival game developed under strict Game Jam time constraints.
Acted as the lead Gameplay Programmer in a cross-functional team. Engineered the core digging mechanics, resource management loops, and seamlessly integrated 2D art and UI assets provided by team members within a 48-hour deadline.
Working under a strict game jam deadline taught me how to prioritize core gameplay systems and rapidly integrate assets from multiple disciplines while maintaining stable gameplay.
A narrative-driven time-management game addressing themes of dyslexia through fast-paced burger shop mechanics.
Programmed the core order-fulfillment State Machine and time-management logic. Collaborated closely with other teams and 2D artists to tie the complex gameplay mechanics directly into the narrative-driven interface.
Implementing the gameplay state machine helped me understand how structured state management simplifies complex gameplay flows and reduces bugs in time-critical systems.
A chaotic physics-based multiplayer racer.
Integrated Photon Fusion to handle authoritative server logic and real-time rigid body physics synchronization across multiple clients.
Working with Photon Fusion taught me how network authority and physics synchronization affect gameplay feel in multiplayer games. I learned how important deterministic behaviour is when multiple clients interact in real time.
A lane-based strategy defense game blending Orcs Must Die, Kingdom Rush, and Plants vs Zombies with systemic depth.
Designing systems that resist dominant strategies. Learned how to balance traps and enemies so players must adapt their strategy instead of relying on one overpowered setup.