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I'm a gameplay programmer and technical designer, working in the space between design and engineering to create engaging gameplay.

I love the process of ideating, prototyping and problem solving, but I'm comfortable taking on a strictly programming or production-oriented role. I can help design and implement gameplay systems, take features from prototype to production and support cross-discipline development.

I'm also one half of The Notlanders, an indie studio I co-founded in 2024.

Featured

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1
Unknown
Unity, C#, HLSL

Visibility System

Breakdown of the visibility detection system that I developed for "A Search for a Shiny Thing", a photography adventure game I worked on from 2024 to 2026.

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Unknown
Unity, C#, HLSL

Dialogue System

Breakdown of the dialogue system that I developed for "A Search for a Shiny Thing", a photography adventure game I worked on from 2024 to 2026.

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Talks and Lectures

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50-70 Hours
Google Slides

Introduction to SIMD

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

Solo Projects

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1
2 Months
GLFW, Vulkan, C++

Ray Tracer (Vulkan)

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.

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Student Projects

12
7 Weeks
Unreal Engine 5

Untitled Skeleton Game

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.io
8
2 Months
Unity, C#

Indomitable

Indomitable 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.io
7
2 Months
Unity, C#

Daidala

Daidala 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
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2
2 Years+
Unity, C#

The Notlanders

A tiny indie studio I co-founded together with Martin Zetterman in 2024. I act as the principal programmer on the team.

We're currently developing out first commercial game.

Website