Terminal
PROJECTS
Project MadMax
A high-octane survival shooter built with new tools in UE 5.7, the Mass Entity System (ECS). This allows us to create a epic scale battles while having the graphics style of Unreal.
>> TECHNICAL_SPECS
>> CORE_FEATURES
- Massive Hordes
- Unique Projectile Behaviors
- Build Depth
>> PROJECT_OVERVIEW
There are many challanges that this project faces. Firstly we are shooting for around 500 Enemies spawned with high fidelity graphics rendering. Secondly we wants lots of projects... I mean lots, thousands.
Use an ECS framework recently provided by UE5.7, we made our own processors that operate on entities in chunks for movement, avoidance, visual instancing, updating animation states and much more.
Better design principles for designing systems, also writing maintainable readable code has improved drastically, and mostly, a lot of about optimization, making each processor hotloop efficient.
Crimson Knight
A dark-souls like combat experience with three distinst boss fights with unique mechanics. Primary gameplay programmer, specializing in creating the frame work in conjunction with Unreals Gameplay Ability system for how abilites feel and function.
>> TECHNICAL_SPECS
>> CORE_FEATURES
- Grandious Combat
- Theatrical Cutscenes
- A One-shot Narrative
>> PROJECT_OVERVIEW
When I was told we would be selecting a souls like game I was extastic, but I had no idea what that entailed. I was brand new to Unreal and it was on me to learn solid practices and tools.
Through trial and error I was able to learn the engine over the experience in this project. Using GAS to drive the statistics and payloads was a great choice, giving us robust options, such as ailments.
TBC...
Who_Am_I
"Pushing the boundaries of interactive experiences through low-level optimization and creative engineering."
I am a specialized software engineer with a deep passion for game engine architecture, procedural generation, and high-performance computing. My journey began with a fascination for how virtual worlds are constructed from the metal up, leading me to master C++, OpenGL, and complex algorithmic design.
Whether it's optimizing particle systems for survival shooters or implementing spatial partitioning for real-time simulations, I thrive in environments where performance and precision are paramount. I believe that the best software isn't just functional—it's an elegant solution to a difficult problem.
Core_Focus
- > Game Systems
- > Graphics Programming
- > Tool Development
- > Performance Optimization
Connect
Currently available for collaboration on ambitious projects.
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