My role
Lead gameplay programmer — controller, combat framework, and streaming.

Led gameplay engineering on a 2.5D metroidvania. Built the character controller in C++ with coyote-time, buffered inputs, and a directional dash that feels tight on both keyboard and gamepad. Designed a data-driven combat framework where every attack, hitbox, and cancel window lives in a UDataAsset so designers iterate without a recompile. Implemented the seamless world-streaming layer so the interconnected map loads without hitches, and authored the boss state machines as behaviour trees with telegraphed, learnable patterns. Integrated Wwise for adaptive music that shifts with combat intensity.
Lead gameplay programmer — controller, combat framework, and streaming.
Demo reached 40k wishlists in three weeks and won a regional indie showcase award.