Programming Projects
In this page you will find a list of projects I have programmed throughout the years in my game development experience, using Unreal Engine, Unity, and several helper tools along the way.
Dragon’s Defense: Wrath of the Villagers
December 2023 – Ongoing

Unreal Engine 5

Windows

Linux
Dragon’s Defense: Wrath of the Villagers is a tower defense and shoot ’em up where you go up against endless waves of enemies to defend your castle.
Background of Development
This game is intended for me to learn every aspect that goes into creating a game. I am solo developing it, which means I am doing the game design, programming, art, music, SFX, etc.
The current state of progress is that the core programming components are finished, I have finished writing up the art design document, and now I am 3D modeling the enemies & towers.
Project Premise
You play as a dragon that has stolen all the riches in the country, and The King of the country did not take it kindly, so he decided to wage war on you, using everyone in the country to attack your castle and take back their riches. As the dragon, you shoot fireballs to fight off villagers from destroying your castle, gaining souls to buy dragon upgrades and build towers to help with the war.
Features
- Behavior-driven AI called The King AI, adapting to the player’s play style, how well they are performing, and calculating their stress level to format enemy waves dynamically
- Infinite procedurally generated waves that scale with the help of The King AI
- Strategic placement of enemies with the help of The King AI
- 16 enemy types, 3 basic enemies, 13 unique special enemies, including a mini boss and final boss
- 16 unique towers, allowing diverse strategies and replayability
- Accurate tower projectile prediction for shooting moving enemies
- Dynamic placement system, allowing placement of towers anywhere on the battlefield if room exists
- Progressive soul economy to buy towers and dragon upgrades to become more powerful using the Soul Shop
- Introduce several chaotic events and win rewards after overcoming them through the Negative Soul Shop
- Encounter new enemies and view their details through the Villagerpedia
- Intuitive UI/UX design for the main menu, Soul Shop, and Villagerpedia
C++ / Blueprints
ReSharper C++
Visual Studio 2022/2026
Github
Data Assets
Data Tables
Custom UWidgets
Custom UComponents
3D Linear Algebra
Dynamic Motion Seat (DMS) Monitor
March 2025 – August 2025

Unity 2021

Linux

I am not allowed to provide images for the DMS Monitor
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The DMS Monitor is a UI focused on showing the various variables and testing of motors on a simulated pilot seat.
Background of Development
Before I took over the project, there was a previous software engineer that started the redesign of the DMS Monitor, but ended up leaving, having only 30% of the redesign finished.
I became project lead, planning out revisions and features that needed to be added, delegated some tasks to my co-workers, and I programmed the remaining tasks. I also taught my co-workers how to use Unity, giving a crash course and pointing them to resources to use, such as Unity Learn.
Project Premise
The monitor is a maintenance monitor designed to show the capabilities contained in our simulated pilot seat. It shows movement of a motor, sensor points, power distribution on the seat, and more. It can also performs tests on the pilot seat to ensure nothing is wrong with the motors, sensors, or the seat itself.
The current version is a modernization of the previous iteration, which was made in C++ in 2008.
In the modernized monitor, it has a view of a 3D model of the pilot seat so you can see channels move and I/O points activate or deactivate in real time.
Features Contributed To
- Overhauled the UI to have modern UI/UX principles, utilizing DoozyUI
- Matched UI functionality of the legacy monitor
- Added a view of a 3D pilot seat model that animates in real-time,
- Created an editable configuration file that can change parts and animation settings of the 3D pilot seat model in real-time
- Implemented UI elements to dynamically populate depending on the type of pilot seat installed
C#
Visual Studio 2022
Plastic SCM
Blender
DoozyUI
Realtime Linear Graphs
Gunnery Training Simulator (GTS)
May 2024 – October 2024

Unreal Engine 5

Windows

I am only allowed to show what is publicly available on the website

The GTS is a military training simulator designed to train door gunners using AR goggles and a replica gun.
Background of Development
It was created in 2018, initially using a projector as the display, but was upgraded to a Unity version that supported AR/VR.
When I was hired at ACME Worldwide Enterprises Inc., my first task was to learn the functionality of the GTS and fix the various game breaking bugs that were caused by a Unity upgrade (2019 to 2022).
I collaborated with a contracted remote programmer to understand the systems behind the GTS. After a month, they let go of the contractor, and I was to independently fix the remaining bugs. Not only was I able to fix all game breaking bugs before the deadline, I added new features for quality of life and better immersion.
Project Premise
The GTS comes with a real life replica gun, a platform with the mounted gun, and a big blue box for AR capability.
The GTS Unity software contains scenarios that can be customized, having the ability to add, remove, and edit different types of soldiers and vehicles, add different types of way-points that the player helicopter automatically flies to, and more. You can find more information on the capabilities of the GTS with the link at the bottom of this text block.
Features Contributed To
- Fixed 50+ game breaking bugs before a technology conference deadline, which include:
- Fixing save/load system
- Adding back in UI functionality
- Fixing enemy soldiers’ A* Pathfinding
- Correcting variables of various enemy, vehicle, and UI prefabs
- Correcting game object pooling
- Fixing AR UI
- Fetching deleted files from previous commits
- Optimized FPS performance using Unity Profiler by 26%
- Improved VFX of tracer rounds
- Added quality of life buttons to the Tactical Map, such as toggling icons, and better navigation
- Replaced enemy soldier models with improved models
- Added enemy soldiers wielding RPGs
- Added smoke grenades
C#
Visual Studio 2022
Plastic SCM
AR/VR
Unity Profiler
Asset Bundles
A* Pathfinding Project
Funny Little Fighter
January 2024

Unreal Engine 5

Windows
Funny Little Fighter is a local two player 2D fighting game where you play as old cartoon characters, fighting with gags until you make yourself laugh from hitting the other too much.
Background of Development
This game was created for the Global Game Jam 2024, with the theme “Make Me Laugh”. Our team of 6 decided on the setting of the rubber hose animation era. In the 48 hours we had, my contribution to the team involved programming and UI design.
Project Premise
From the game jam page:
“We are making a fighting game. Not just any fighting game though, no – we’re taking it back. WAY back.
Back to the days of rubber hose animation, slapstick humor, the three stooges, and the simple joy of watching someone slip on a banana peel. In this fighting game, you play as old cartoon characters, and you fight with gags. If you can manage to literally hit your opponent with a literal pun, then you’ll increase your own hysteria meter – a measuring gauge of how close you are to busting a gut in laughter! Because if a joke is worth telling once, its worth telling to your enemy’s face multiple times in a row. Be the first person to land enough gags and launch yourself into hysterics, and enjoy the pain of laughing way too hard at something that was only kind of funny. But be warned!
Jokes don’t stay funny forever, and you’ll need to keep laying it on thick or else your hysteria will degenerate back to the hell of absolute BOREDOM, and ain’t no one who wants to be bored.“
Features Contributed To
- Designed and programmed the title screen, fighting, and game state UI
- Integrated artists’ character art and animations, UI art, SFX, and music assets
- Implemented local two player system
- Created combat system where you feel the satisfying power behind your hits
Blueprints
Custom UWidgets
PaperZD
THDGWYPUIPADTTAFHFM
November 2022

Unity 2021

Windows

WebGL
THDGWYPUIPADTTAFHFM is not a title that was made up by slamming the keyboard. It is a really long acronym that stands for “The hearse driving game where you pick up injured people and deliver them to a funeral home for money”.
Background of Development
This game was made for the 2022 NMT Game Jam that won first place. The theme for the game jam was “Death is good”, and our team of 3 decided on a morbid setting where, as the title states, you drive a hearse and take injured people and kill them at a funeral home to make money.
Project Premise
A morbid setting where you are a hearse driver that is competing with an ambulance on a time limit to take injured people back to your base (the funeral home) to make enough money to make it to the next day. The game loop repeats until you no longer reach the budget needed to work another day.
Features Contributed To
- Implemented AI of the ambulance, utilizing the A* Pathfinding Project asset
- Created collision system when crashing into the ambulance and vice versa
- Integrated artists’ character art, UI art, and SFX
- Created scaling monetary budget and threshold system
C#
Visual Studio 2019
Plastic SCM
A* Pathfinding Project
Project Weapon-Shifter
June 2022

Unity 2020

Windows
Project Weapon-Shifter is a tech demo that was intended for me to learn about the game mechanics that go into a hack-and-slash game, like the Devil May Cry series or the Bayonetta series.
Background of Development
This project was originally intended to be an ambitious hack-and-slash that I was going to solo develop, but ultimately I decided on doing a tech demo to familiarize myself with the systems of a hack-and-slash game.
Not only did I do all the programming for the demo, but I learned and contributed to modeling, rigging, and animating with Blender to test the in-game systems. At the time, I was a beginner with Blender so do not expect the best models and animations.
Project Premise
A tech demo that showcases the systems that go into a hack-and-slash game. You spawn in a test area as a protagonist with an arm that can morph into any weapon (however this was not implemented in the tech demo). Roam around and see how the enemies behave around you, slash them up to see how they react, or test the player and camera movement.
Features
- Dynamic player combo system designed for artists to easily add weapons with different attack animations with various variables (attack strength, attack damage, attack type)
- Combat system that calculates different strengths of attacks to output different scenarios, e.g.:
- Enemy hit with strong attack results in enemy being knocked back
- Enemy hit with light attack results in enemy being shortly stunned
- Damage number pop-up effects
- Blocking system with a parry mechanic
- Player movement, jump, and dodge mechanics
- Camera targeting system that switches to the next closest enemy to target
- Enemy AI that chases down and waits for the best opportunity to attack the player, having scalable attack frequency with aggression variable
C#
Visual Studio 2019
Blender
Nav Mesh Components
Cinemachine
Animator Controller
Viper I: One
January 2022 – May 2022

Unity 2020

Windows

WebGL
Viper I: One is a 2D asteroid and platformer game created for my Video Game Design course in college.
Background of Development
It was originally planned to be a metroidvania, but due to time constraints and the team having to deal with other college courses, we switched it to the concept it is now.
A full game was not necessary to pass the course, but my team and I decided to go above and beyond and have a full game loop, featuring an asteroid level, a platformer level, and a final boss fight.
Project Premise
Play as an intergalactic bounty hunter, fighting enemy ships to get to the alien mob boss’s lair. Fight off robots in his lair to get to his room, defeating him to win your bounty.
Features Contributed To
- Implemented player movement and player attacks
- Integrated artists’ character art, tile art, UI art, SFX, and music
- Implemented enemy robot and final boss behavior
- Designed and programmed title screen and platformer UI
- Designed platformer level
C#
Visual Studio 2019
Plastic SCM
Tilemap
















