ProbablyMonsters
unannounced title
My Role: Senior Advanced Gameplay Engineer
Tools: Unreal Engine 5, C++
Studio: ProbablyMonsters
Platforms: PC, Playstation, Xbox
Time on Project: 1+ years
Team Size: 19
Blizzard Entertainment
overwatch 2
My Role: Senior Gameplay Engineer
Tools: Proprietary C++ Engine
Studio: Blizzard Entertainment
Platforms: PC, Playstation, Xbox, Switch
Reception: Over 35 million users within the first 3 months of release
Time on Project: 1+ years
Team Size: 200+
unannounced title
My Role: Senior Gameplay Engineer
Tools: Proprietary C# client/server integrated with Unity
Studio: Blizzard Entertainment
Platforms: iOS and Android
Time on Project: 11 months
Game resort
STUPID ZOMBIES EXTERMINATOR
Breakdown of Development Process Available Here
My Role: Primary programmer; developed core concept and design, using Unity’s ECS architecture; and liaised with publisher to implement features on deadline.
Tools: Unity’s ECS architecture and Universal Rendering Pipeline
Studio: GameResort
Platforms: iOS and Android
Reception: 4.5 stars on App Store and 4.3 stars on Google Play Store (title currently in soft launch)
Development Time: 14 months
Team Size: 4
TANK PARTY
Breakdown of Development Process Available Here
My Role: Primary programmer, developed core concept and design, implemented custom server/client architecture, designed/set up in- game economy, and integrated PlayFab for user progression data and analytics.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 400,000+ downloads worldwide, 4.5 stars on App Store
Development Time: 2 years
Team Size: 6
ADVENTURE BEAKS
Breakdown of Development Process Available Here
My Role: Primary programmer, developed core concept and design, managed UI setup and animation, implemented Facebook and cloud save integration, and developed game look through custom shaders.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 1M+ downloads, honorable mention for 2014 iOS App Store Game of the Year, praised as “A charming runner that will warm your heart” by TouchArcade
Development Time: 1 year
Team Size: 7
STUPID ZOMBIES 3
Breakdown of Development Process Available Here
My Role: Primary programmer, evolved core Stupid Zombies gameplay to better monetize with IAP, implemented Facebook and cloud save integration, and developed game look through custom shaders.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 25M+ downloads worldwide, 4.8 stars on App Store and 4.5 stars on Google Play
Development Time: 9 months
Team Size: 6
Doom-Style Level Editor
Breakdown of Development Process Available Here
My Role: Primary programmer, core gameplay concept and design prototyping
Tools: Unity
Studio: N/A - Personal Project
Platforms: PC
Development Time: 1 year side project
Team Size: 2
TOTES TUBULAR
Breakdown of Development Process Available Here
My Role: Primary programmer, core gameplay concept and design prototyping
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Development Time: 3 months
Team Size: 2
STUPID ZOMBIES 2
My Role: Primary programmer; collaborated with team on theming and gameplay constructs.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 25M+ downloads worldwide, 4.7 Stars App Store and 4.1 Stars Google Play
Development Time: 6 Months
Team Size: 7
ALABAMA BONES
My Role: Primary programmer.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 10K+ downloads worldwide
Development Time: 3-Months
Team Size: 6
PROBE THE HUMANS
My Role: Primary gameplay programmer; collaborated with team on overall gameplay design.
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Reception: 1M+ downloads worldwide
Development Time: 6 months
Team Size: 7
COLOR POOL 3D
My Role: Primary programmer
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Development Time: 3 months
Team Size: 4