Hello there!
I'm an experienced Game Developer and Designer with 4+ years of experience using C#/Unity and C++/Unreal Engine, specializing in optimized UI/UX design. My toolkit also includes Adobe Suite, Figma, and Blender, among others. I've released projects for desktop, Apple and Google Play Stores, and have contributed to diverse game development areas, from crafting engaging 2D player controllers (inspired by classics like Hollow Knight and Celeste) to designing graphics, animations, complex data structures, and real-time multiplayer systems.
Feel free to check my portfolio and see some of the projects I've worked on, a few of which are now published and accessible. I'm dedicated to delivering robust and polished outputs, overcoming challenges to ensure projects reach completion. This commitment includes thorough debugging and testing to achieve high-quality results.
Got an idea or just want to chat about game development? Be sure to drop me a message. Cheers!
Multiplatform development | |
Gameplay Design | |
Custom scene management system | |
Daily Challenges & Rewarded Ads | |
Native Game Services (Achievements & Leaderboards) | |
Share Sheets (Screenshot) | |
Cloud Services (Save & Load System) | |
Local Save & Load system (JSON) | |
Native UI & Alert Dialogs | |
In-App Purchases & Ad Networks | |
Localization | |
Handcrafted visuals & animations | |
Profiling & Optimization |
Multiplatform development | |
Cross-Platform Compatibility | |
Real-time multiplayer system | |
In-App Purchases & Ad Networks - Mediation | |
Localization with support for 5 languages | |
Handcrafted visuals & animations | |
Real-time server communication | |
Data structure & Game Logic | |
Optimized UI |
Multiplatform development | |
Complex data structure design and management | |
Save & Load system of complex data types in JSON | |
User-friendly and optimized UI | |
Object pooling and UI recycling techniques | |
Handcrafted visuals & animations | |
ADVANCE FEATURES | |
(implemented but not released) | |
Cloud-based online/offline Load & Save system for complex data types using the Firestore SDK | |
User authentication system & data synchronization |
Full Metroidvania Player Controller: movement, jump, dash, attack, block, stunning and parrying system, and more | |
Enemy AI with: patrolling paths, player detection, block, attack suite with combos, and more | |
Animation: Player and enemy animation system (full programmatically) | |
UI: Menu, player's HP, PP & stamina bars, etc. | |
Particle systems: blood, vfx, rain, fog, etc. | |
Attack system: default, strong, block & parry | |
Camera setup with smooth transitions using virtual cameras (cinemachine) |
State machine logic (grounded, airborne, wall-jump, etc.) | |
Custom hitbox & collision detection | |
Custom gravity from scratch | |
Jump velocity using Verlet Integration | |
Coyote Time & Jump Buffering included | |
FEATURES IDENTICAL TO HK | |
Movement speed ✔ | |
Movement acceleration/deceleration ✔ | |
Jump-feel ✔ | |
Jump-peek and land time ✔ | |
Air control feel ✔ | |
Fall-speed cap ✔ | |
Wall Slide ✔ | |
Wall Jump system ✔ |
User Interface Design | |
Interactive navigation | |
Graphics Options with toggles and sliders | |
Audio Options with toggles and sliders | |
Custom Graphics | |
Custom Animations | |
Particle Effects | |
Input Handling and Event System integration |
Implemented custom graphics and Pokémon sprites | |
Random initial Pokémon | |
Rival's Pokémon are random from start and evolve at the right levels | |
One random Pokémon per area available for capturing | |
Gym & Pokémon League leaders have random Pokémon from a pool of their Pokémon type | |
Level cap based on defeated gym leaders to boost the difficulty | |
Fainted Pokémon can't be healed and are released from your party |
Aimed at minimizing heap allocations | |
Contains methods such as reserve, to_string, append, format, and more | |
x20 faster than Unreal Engine's
FString
for string interpolation | |
x10 faster than
std::string
and .NET
string
for string interpolation |
Desktop app build with Electron | |
The desktop app uses Magick Compare for SSIM analysis | |
The Web application uses SSIM.js for the analysis |