20 years C++ programming experience with 4 years experience developing games in Unreal Engine 4/5 and Godot 4. Skilled in Unreal networking, gameplay, UI, and AI programming.
- Solo dev project written in C++ leveraging Cocos2dx for the UI
- 25,000+ lines of C++20 code
- Created decoupled Poker engine for Hold’em tournament play from ground up with AI opponents written in pure C++20 leveraging STD library and Boost.
- Advanced probability theory used to implement a hand evaluator and multiple poker bot personas with advanced bots learning from opponent play and applying expected value analysis
- Statistical analysis of hands played and tournament progress
- Catch2 for unit and integration testing to achieve high code coverage metrics and used static analysis tools including CppCheck, Lizard, PMD, and Clang-Tidy
- AI and performance regression suite with a containerized CI build pipeline
- Project lead on Godot 4 game made with 13 total contributors
- Lead engineer on gameplay, destruction system, procedural generation of terrain and object placement
- Developed many shaders using gdshader including water, nuke explosion, damage flashing, terrain damage outline toggles
Unreal Engine 5 game where I focused more on the development of post-processing material effects.
- Post processing cross hatch brushed effect
- iteration on crit hit and dodge handling, water surface and underwater effect, battle cooldown timer
- distance render optimization, lightning iterations
- assorted bug fixes (save, battle target selection, defend and retreat, dangling references, dialog, sky box, HUD, chests, animation issue
https://github.com/gamkedo-la/alpine-asphalt (github handle tryfinsigabrt)
- Project contributor on a released Godot 4 game
- CRT shader integration (adapted from GodotShaders.com)
- critical damage detection/feedback, low time warning, fire range tuning, circling enemy smoothed movement, asteroid feature improvements (all directional support), low health warning, crash fixes