Hi there! I'm a game programmer specializing in gameplay. Coder, designer, wearer of metaphorical hats.
Games are my passion and primary focus, but at the core of this passion is a love of problem solving and a drive to create. I'm happy as long as I get to make things or help other people make things, and collaborating with creative people is a major source of what motivates and inspires me.
I'm also one half of The Notlanders, an indie studio I co-founded in 2024.
Between 2024 and 2026, I worked on an unreleased photography adventure game titled “A Search For a Shiny Thing”. This article takes a look at the tech behind the photography system I developed for the game, focusing on a GPU-driven visibility system that gathers data about everything the camera sees and allows us to evaluate the quality of the shot.
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Around the end of 2024 I really wanted to try my hand at teaching, so I decided to pick a difficult topic, research and teach it. This turned into "Intro to SIMD", a one-off lecture I first gave to my peers at Futuregames and next year again as part of Engine & Tools course at Futuregames.
I've immensely enjoyed the process of creating educational material and teaching, and I'm hoping I could do that again in the future.
Slides
Real-time ray tracer built with Vulkan ray tracing extensions that I wrote as a graduation project at Futuregames. The project started out as a general purpose game engine with a forward renderer.
Features include: free camera, mirror reflections, skyboxes, lighting, alpha cutouts, loading .obj models and .mtl materials.
Untitled Skeleton Game is a comedy game with light puzzles and combat. You play as a skeleton in hostpital, stealing organs, bonking doctors on the head, and looking for milk.
I developed about a third of the gameplay features, including the throwable brain, interactables and actuators, and made simple patrol-chase enemy AI.
Nominated for "Jury Choice" at FGA2024
itch.ioIndomitable is a boss-rush game where you play as a skilled fighter captured and forced into gladiatorial combat.
I primarily worked on the boss enemy AI, using context-based steering for navigation and behavior trees for decision-making. I also did other bits and bobs: shield block mechanic, fireball-spewing furnaces, audio and VFX implemention, and more.
Nominated for "Public Choice" at GGC2022
itch.ioDaidala is a tower defense game in which you are tasked with protecting the Minotaur at the center of the labyrinth.
I was the primary programmer on this project, so rather than attempting to catalogue every system and feature I worked on, I'd like to highlight the excellent work of Mario Palleschi, who was responsible for the enemy programming.
Nominated for "Best in Show" at GGC2021
itch.io