Overview: A production-ready gameplay framework developed in Unreal Engine 5.7, demonstrating a highly structured approach to game engineering and system design.
Overview: Showcase of environment traversal, camera integration, and technical art mechanics developed during my time as an Unreal Technical Artist Intern.
The Goal: To build a robust backend that empowers designers. I focused on a "Hybrid Architecture" where core logic is written in C++ but exposed cleanly to Blueprints.
Focus: Engineering smooth, responsive player movement, jumping, rolling, and transition states without relying on pre-built plugins.
Focus: A highly technical Photo Mode Camera system featuring real-time UI sliders (zoom, brightness, aperture) and wall-climbing logic.
The Solution: Built a custom Level Generator in C++ that manages Object Lifecycle. As the player progresses, previous tile segments are deactivated and recycled, ensuring stable memory usage.
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Overview: A puzzle-platformer developed for the GMTK Game Jam 2025. "Every room has one goal: escape. And one thing in common: that button."