Games I’ve worked on
Zombie Sniper: Last Defense
Zombie sniper shooterIn testing
Lead developer
- Led development from the first prototype to the App Store release.
- Shooting model: projectiles drift with the wind, and damage scales with how close a hit lands to a weak spot.
- Kill cam and impact camera, with bullet time on the shots that matter.
- Zombie AI, missions, loadouts and weapon upgrades, with balance data baked from Google Sheets.
Operation WarShell
Artillery base defense
Lead developer
- Led development from the first prototype through to release.
- Built the artillery at its heart: lob shells across the map and flatten waves of infantry, tanks and warships before they reach your base.
Shoot Around
Auto-shooter tower defenseIn testing
Lead developer
- Led development from the first prototype to the current test build.
- Designed the core loop: build a ring of upgrades around your core and watch every shot multiply into chaos.
Roll Kings
PvP dice strategy
Lead developer
- Led development from the first commit to the current test build.
- Built the loop where every roll counts: line your king’s board with tiles, throw the dice and watch one lucky roll snowball into an army that flattens the other side.
Tiny Lords
Dice board adventure
Lead developer
- Led development from the first prototype to the current test build.
- Built the march: roll to lead your lord across the board, rally an army on the way, then hold the line against a skeleton horde and the dragon behind it.
Agent Hunt
Hitman sniper shooter
100M+ downloads on Google Play
Events, levels & mechanics
- Designed and implemented in-game events to lift key metrics.
- Created new levels and gameplay mechanics for the live game.
Frontline Heroes
WW2 FPS
50M+ downloads on Google Play
Events, levels & mechanics
- Designed and implemented in-game events to lift key metrics.
- Created new levels and gameplay mechanics for the live game.
Battle Gears
Vehicle combatSoft launch
Gameplay & playable ads
- Built core gameplay systems: gear energy and cooldowns, weapon stacking, perk gears and the upgrade system.
- Built the playable-ad project in Unity Luna: CTA triggers, end cards and a build trimmed to ad size limits.
Cartel Warfare
Cover shooterSoft launch
Gameplay & playable ads
- Built gameplay and monetization features, including the helicopter boss fight.
- Built the playable-ad project and seven playables on it with Unity Luna.
Personal projects
All repositories on GitHubGameplay & graphics
Flow Field Pathfinding
Units path across terrain with a flow field that prefers gentle slopes over the shortest route.
Procedural spider
Walks over uneven ground and up walls, placing each leg with raycasts and IK instead of keyframes.
Grapple
Mobile arena prototype: collect swords, knock them off rivals and outlast bots that use context steering.
Fish flocking
Two schools of fish built on Craig Reynolds’ steering behaviours. Scatter bait and they swarm it.
Gravity platformer
A 2D platformer built around flipping gravity, with hand-written collision response.
PlotTwist
Builds meshes from parametric surface equations by sampling a grid and stitching the triangles.
Pathfinding visualizer
Draw walls on a grid and watch breadth-first search flood outward to the shortest path.
Low-level
87× faster
Fast convolution
Matrix convolution in C, from 21.75 s to 250 ms with AVX2 SIMD, OpenMP and cache-friendly loops.
Digit classifier in RISC-V
A two-layer neural network that reads handwritten digits, written entirely in RISC-V assembly.
Gitlet
A Git-like version control system in Java with staging, commits, branches and checkout.