technical designer · gameplay programmer
Specializing in gameplay programming, networked ability systems, AI state machines, systems design, and puzzle design.
Selected work
Who I am
I'm a technical designer studying at the Florida Interactive Entertainment Academy in Orlando, focused on gameplay programming, systems design, and the bridge between the two.
I gravitate toward systems-heavy design: modular, scalable architectures where every piece serves the larger loop. Recently that's meant networked GAS abilities in UE5, ScriptableObject-driven inventories and achievements in Unity, and state-driven AI that has to feel reactive without breaking under pressure.
Outside of code, I write orchestral-style game music. When a project lets me touch both the systems and the soundtrack, that's the sweet spot.
Engines & Tools
Disciplines
Let's talk
Currently studying at FIEA in Orlando. Open to work: internships, collaborations, and conversations about technical design and gameplay programming.
Project
Chaos Cabin
VeilWood is a First Person Survival and Farming Simulator in development with a team of 12. My contributions span programming core systems, designing and dressing the game world, and composing the original soundtrack.
//Designed and implemented a modular achievement system using Scriptable Objects. This allowed achievement assets to be dynamically registered and processed through the Achievement Manager. The system routes progression data to all relevant achievement objects, enabling each achievement object to independently evaluate completion conditions and notify the manager upon completion. Integrated the system with Steam achievements for platform support and unlock synchronization.





[Describe the shared AI architecture used across enemies and NPCs.]


- I created a scheduling system and location system for Town NPCs. This involved setting up:
//Destinations: the places NPCs could go //Schedules: A Time, A Place, and An Action
- Depending on the NPCs action (Working, At Home, Idle), they would go to different locations within a Destination.
- If working they would go to the working sublocation and alert the shop object that they are currently working and can set up shop.
- If at home, they will not take up occupancy at the home sublocation, allowing multiple NPCs to live in the house without causing issues. This works because the player cannot enter NPC homes.
- If idle, they will pick a random sublocation within the Destination and go there.
- This is the AI logic for the Mistwalker grunt enemy.
- When the player is not around it will wander to random locations within 15m.
- Occasionally it will find a crop or structure the player has placed and attempt to destroy it.
- When the player is around, it will lunge at the player from a certain distance and within close range do a basic attack
- This is the AI logic for the Mutated Crow, a flying creature
- The crow is scared of the player at first when approached, taking off into a flying mode
- Once in the air the crop will circle different points around it
- Each crow has two modes it switched between: Crop mode and Attack mode
- When in Crop mode the crow will circle and target crops
- When in Attack mode the crow will swoop above the player dealing damage
- The crow will switch often between these modes to confuse the player
The Catacomb Puzzle System in VeilWood is a way to test progression and knowledge. All puzzles rely on the game's other mechanics to function.
Bug collecting is a large part of VeilWood. For the Bug Shrine Puzzle, the player must collect a certain amount of bugs to complete it. The player has 2 options:
1. Collect Bugs Manually
2. GAMBLE
Pachinko, Slots, and Blackjack were all implemented giving the player a way to earn more bugs
For Pachinko, the player must launch a bug into a certain hole. This system relies on predefined force values that grant the player success in their launch. Timing and launch power are both important due to the moving part of the machine. I did all the animations and logic for the machine.
The Slot Machine has a 25% of outputting a "reward". As featured in this video, the reward is an exploding bug that damages you. Other rewards the machine can give is money, more bugs, seeds, or even shotgun ammo. I did all the animations and logic for the machine.
This game features a full recreation of Blackjack, allowing the player to bet their bugs against the robot dealer. I did the animations and logic for Blackjack.
VeilWood has 3 nutrient types:
Gloamphage: Purple
Terrazyme: Green
Ichor: Red
Based on which nutrient type each crop consumes most of, the player will find braziers with that matching nutrient symbol. Players can test which nutrient is most consumed at the nutrient tested featured at the beginning of the video.
In order to do the rotating pillar puzzle, a player must acquire the crop to use as a key for the puzzle. After this they must sort the pillars in order of growth stage sprite.
This puzzle gives a riddle as to which flower goes in each pot. Incorrect guesses lead to the player's flowers burning up.
The Water Puzzle is a progression check puzzle. It makes sure the player has the Water Gun, which allows them to shoot the tiles from a distance, which they wouldn't be able to do with their watering can.
I worked on the Inventory System using Scriptable Objects with IDs and a database to store all of these items. This included the UI Implementation of inventory interfaces and logic regarding stacking and moving items.
I worked on a Save/Load system using a JSON file. This stored information relating to player inventory, the structures / crops on the players farm, and the players progression.
[Describe your overall design vision for the Catacombs — atmosphere, layout philosophy, how the space guides the player.]
[Continue — specific design decisions, puzzle placement, lighting, environmental storytelling.]
[Describe the Town and Farm set dressing — mood, use of props and layout to make spaces feel lived-in.]
[Describe the Cavern Wilderness — design challenges, how you guided the player, visual language used.]
[Write a paragraph about your overall approach to the VeilWood soundtrack — instrumentation, emotional tone, how music shifts between day, night, and the catacombs, and what tools you used to compose.]
[Mood, instrumentation, where it plays.]
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