PLACEHOLDER
Systems Engineer & Game Developer
Building consumer games and their systems. Focused on UE5 C++, combat architecture, and 3D asset pipelines. Currently developing an independent tactical roguelite.
10+ years in full-stack engineering across web services and backend systems, now focused on game development. Working in UE5 C++ with a focus on combat systems, ability architecture, and custom action frameworks.
Parallel focus on 3D modeling, texturing, and asset pipelines for real-time environments.
Wanderers of the Mist
Turn-based tactical roguelite — UE5 C++ — In development
A 2v2 positional combat system built around front/back slot mechanics and a custom ability action framework on top of UE5's Gameplay Ability System. Four playable unit kits with transformable weapons and a token-based status system driving cross-unit combo chains. Combat design is currently in active playtesting and subject to change.
The combat pipeline runs from a central BattleBoard through a
TurnHandler and ActionSystemComponent to a static
TokenResolver. Status token changes bubble up via GAS attribute
delegates to a delta-based UI update layer, avoiding polling. Positional state
is stamped directly onto unit Ability System Components at slot assignment.
3D modeling and texturing. Tools: Blender, Maya, Substance Painter.