Medroom — Anatomy VR
Led the PC→VR port: integrated and fixed Oculus Quest SDKs, AWS Cloud services and optimized build size by ~60%.
Six years of C++ and C# engineering across Unity and Unreal Engine — delivering scalable gameplay and metagame systems, responsive UI, and cross-platform ports for VR, PC, WebGL and mobile.
Shipped games and immersive apps across studios — the engineering behind it, links to play, watch, or read the code.
Led the PC→VR port: integrated and fixed Oculus Quest SDKs, AWS Cloud services and optimized build size by ~60%.
A digital take on the classic Uno card game built in pure C++ — turn logic, rule enforcement, visual and game-state management implemented from the ground up.
Trading card game with NFTs, multiplayer and multiple Amazon Web Services (AWS).
Researched 5+ AI and LLM APIs across C#, C++ and Python, then shipped the best solution for Oculus Quest VR — hosting the LLM in Ubuntu containers via Bash scripting for a fast-paced delivery in Unity.
An in-progress Unreal Engine 5 title built on the Gameplay Ability System (GAS), Common UI, and the GameplayMessageRuntime messaging system in C++. Images and source code to be released.
A vertical slice of a fixed-camera horror game showcasing production-grade UE5 C++: async asset streaming with stale-load guards, interface-driven interaction, CommonUI-backed static-camera framing, and strict ownership semantics throughout.
Gameplay & systems engineer with 6+ years shipping metagame systemsAI behaviorUI / UX that run across VR, PC, WebGL and mobile.
Engineering across engines, languages and live-service backends — with a focus on architecture and performance.
Studios and teams I've had the lucky to build with.
Leading teams, founding community events, and mentoring the next generation of developers.