hi there, i'm
Unity3d and Asp.net
FullStack C# Developer
Who loves to work in Agile XP environments with
Pair Programming - TDD - CI - GTD Methodology
Currently at Fusion LVC
Austin TX Senior C# Software Developer.
Leading a team of 10 on an enterprise Unity3D military application.Doing Unity3D Gameplay, TCP, ASP.net Microservices, Azure, Docker, User Interface, Tool Dev, Circle-CI Dev Ops, and UX.Working on a top tier XR LVC solution
In the past ran a boutique digital marketing agency for 10 years specializing in operation automation, market strategy, Wordpress, and Outsource directing. Returned to game development fulltime in late 2019 to pursue a more creative software creation focus.Last 4 years of agency operation was partnered with PivotGround, specializing in automating operations, KPI reporting, and market strategy to increase NGO's ability to earn government funding.Created a custom Wordpress system with an in house composer script, Active Campaign & Zapier automation templates, along with NGO staff training to enable them to maintain the system.Worked consistently with American, European, and Indian freelancers. Built a GTD PM training to enable them to-do their best work while providing enough details to ensure we met deadlines consistently.
I can be reached on Linked-In, and
by email at [email protected]
Featured Unity3D Tech Articles!
Intro to Unity Physics
A 4 part series
Modern game engines have a strong base physics system. This base system is great and used everywhere in the engine, so with this series I'll go over the fundamental four tools you need to...
Click to Read More
Code To Make Your
Designers Life Easier
As a coder your often coding a toolbox of abilities for your team to use. So you need to code for your designers to be able to use them without Slacking you...
Click to Read More
Easy Small Studio CI
Game Dev CI is tough for everyone!
But it is not impossible for small teams.
With cloud computing and open source community projects we have premade templates perfect for building a base...
[In Progress of writing]
Past Personal Projects
Unity3d Frontend C#
uGUI State Machine
- Unity UGui UI
- MVC UI components
- Unit Testing
- Scriptable Objects
- Designer Friendly
Built a small city builder prototype to explore how to utilize Unity's Responsive MVC UI with Unity's UGUI.I setup an Event Bus with Delegates, Unit Testing, Async Loading Addressables, Scriptable Objects, MVC UI, and integrated a unity store for the infinite scroll that I extended to fit the system.Finished the prototype with a custom UI system that a designer could use to establish new UI Views and add assets to the game without development assistance. This was done with Scriptable Object behaviors and tiled building prefabs, along with Unity's Addressable system.
Bulk Image Uploader
- Python EXE
- REST API
- API Integration GDrive
- API Integration Trello
- API Integration Social Media
- API Integration Shopify
Created a configurable .exe in Python made for an indie client to batch upload around 150 game illustrations between two artists that they were behind on promoting.The first week of use saved the client ~50 hours of manual clicking and is still in use for new images. Was enhanced afterwards for Shopify API integration to automate draft product creation.
Miro Wireframe Closeup
Worked out the flow of everything they wanted which lead to resizing, watermarking, uploading to REST APIs to handle archiving and setting up images for Shopify and social media apps with manual steps.
A collection of small 2 to 3 day prototypes to try out new ideas or to study new-to-me tech.
Simultaneous turn-based game. Idea was to make a fast turn-based game that felt more like a fighting game. You'd input 3 commands then you and the opponent would dodge/attack simultaneously.Couldn't find the fun with the current idea so stopped to iterate a different direction.
Went in to learn how to set-up cloud builds, iOS certs, and mobile input with Unity3d's new input system. Discovered forum documented StartTouch issues with new input system so built with old touch input.Finished with Swipe and tracking of multiple fingers for pinch-zoom & panning logic as well as direct build to IOS / Android via CI pipeline.
A small idle game. Took my UI-Controller project and expanded on it to try out some UI components, and work out a management gameplay idea. Worked on Tick progression, UI Progress bars, screen vs world cameras, UI tweening issues, iOS mobile vsync issues, and Mediator pattern.Finished to go work on other prototypes with the knowledge gained.
Faux Gravity controller. Went in with the idea of "What if I combine Mario Galaxy with Snake." and the idea was actually fun to make and play.Finished with plans to expand on it in the future with procedural generation and a better flight camera to travel to new worlds and get bigger.
5 Second Game Loop
2 Hour Mini Jam - Solo
Jam - WWI November 2022
Mini Jam Theme: 5 Second Gameplay2 hours jam Made a rhythmic clicker with screenshake. What is not obvious from gif is the additional spawn manager logic to dynamically shift difficulty off performance.Went with simple concept to practice Juicing it up. Screenshake, music, colors, and tweening made it in. Started adding adaptive audio to adjust with intensity of spawner, and additional SFX / VFX but ran out of time for the 2 hour jam.
Jam - WWI October 2022
Mini Jam Theme: Unstable.2 Hour jam, completed a configurable spell system that allowed a designer to insert a "normal spell attack" and an "Unstable" version. The quick idea was unstable spell would cast at random for bigger damage but it knocks the player down stunning them and making them vulnerable for a moment.Used a wrapper around Mechanim as a FSM to quickly wire-up animations within the 2 hour limit.
Unstable Spell System
2 Hour Mini Jam - Solo
Unlocking new Inputs
48 Hour Game Jam - Solo
Jam - GDU 2021
Game Jam Theme: Unlock.48 hours jam Completed an FPS puzzle game mechanic where the player has limited controls and has to trade-off controls to unlock different stages of the puzzles.Example, you would lose the ability to turn to be-able to manipulate and move assets with your mouse.