Software engineer and game engineer building Unreal Engine C++ systems, reusable gameplay plugins, and interactive portfolio demos.
About
- Software engineer with a B.S. in Computer Science focused in Game Development from Full Sail University.
- Focused on Unreal Engine C++, gameplay systems, reusable plugins, runtime validation, debugging, and technical documentation.
- Recent portfolio work includes three UE 5.8 C++ projects around mission runtime logic, scenario validation, HUD feedback, event logging, and debrief-style reporting.
- Also building React/TypeScript tooling with typed data contracts, local workflow persistence, validation, and maintainable UI architecture.
| Project | Stack | Focus |
|---|---|---|
| Mission Systems Lab | Unreal Engine 5.8, C++ | Reusable mission runtime plugin, JSON scenario contracts, objective markers, HUD feedback, runtime state, structured event logging |
| Scenario Operations Console | Unreal Engine 5.8, C++ | Plugin integration, scenario validation, operator HUD, event feed, warning acknowledgement, report generation |
| Mission Debrief Pipeline | Unreal Engine 5.8, C++ | Runtime event processing, station-based review flow, warning classification, after-action debrief reporting |
These projects are intentionally small, inspectable demos focused on durable C++ systems, clear player feedback, and workflows that can be extended into training, simulation, tools, or gameplay systems.
Core Languages
Game And Interactive Systems
Frontend And UI
Workflow
Building interactive systems that are small enough to inspect, clear enough to play, and structured enough to extend.