C++/C# Game Developer

  • Strong C++ Programming – Proficient in writing clean, efficient, and maintainable C++ code while following industry best practices, modern C++ standards, and core design principles.

  • Unreal Engine / Unity – Extensive experience developing gameplay systems and tools in Unreal Engine 5 and Unity using C++, C#, and Blueprints.

  • Software Design Patterns – Strong understanding of software architecture, object-oriented design, and common design patterns, with the ability to apply them effectively to scalable game systems.

  • AI Programming, Gameplay Programming & Engine Development – Experience designing and implementing AI systems using Behavior Trees, State Machines, and GOAP. Proficient in developing both new and existing gameplay mechanics. Experience with engine development, rendering systems, and graphics APIs including Vulkan and DirectX 11.


Fix & Foxy is a co-op platformer based on a classic German comic. You play as two mischievous foxes trying to track down Lupo,there's all kinds of trouble in the way. You'll need to solve puzzles and work together to make it through.

Souls Like Games

Engine development

Game Jams

Fix and Foxy

Throughout development, I was in charge of building various game mechanics. Among those, I developed core mobile systems like scroll and swipe handling with momentum, proper mobile input, and camera FOV setup to preserve aspect ratio across devices. I also worked on interactive shaders for smooth transitions, match-3 systems using A* pathfinding, save systems to store per-level information, and modular level systems that allow for quick level creation. On top of that, I handled UI development, making use of tweens to create a better player experience

The Great Ocean

The Great Ocean is a VR submarine adventure where you dive into the earth's oceans and explore real-world locations like the Galapagos, the Arctic, and sunken WW2 shipwrecks. You'll swim alongside whales, sharks, and sea turtles while using upgradeable tools to solve quests cutting jailed whales free with a laser, scanning over 100 species, welding subsea cables, and collecting pieces of real submarines.The game also partners with conservation organizations like the Whale and Dolphin Conservation, with proceeds supporting real environmental projects.

My main task was to port an existing company game over to Unreal Engine, improving the fish AI behaviour using combined steering behaviours. To optimise for better FPS, I implemented an Octree system for space partitioning that recursively subdivides based on the number of entities inside. I also used a memory pool to pre-allocate nodes at startup, avoiding fragmentation and cache misses.

In silent leaps

This is a roguelike where every small jump could be your last. One wrong move and it's all over. Make your way through the dark forest, facing dangers lurking in every shadow. Fear is your biggest enemy, but confidence is your greatest weapon. As you progress, upgrade your abilities through the skill tree, growing stronger with each run. Learn from your failures, push deeper into the unknown, and prove that even the darkest forest can be conquered.

I implemented enemy pathfinding using a node-based system, built out player abilities, and developed a large portion of the player controller. This was a group project with a team of three programmers and three artists, developed over a six-month scope.The game is currently still being developed by my collegues who created their own independent studio.

My role on Form Frenzy was one of two programmers. I handled the player controller, input support, audio implementation, gameplay systems, and UI. This was a school project developed over a shorter two-month scope.

Two small personal projects focused on AI behaviour, using behaviour trees, finite state machines, pathfinding, and root motion animations to bring characters to life.

I developed my own 2D game engine, applying the most common game development patterns that form the backbone of any engine. Among those, my engine features a game loop, multithreading, scene graphs, event queues, the observer pattern, service locator, command pattern, level loading from files, and a game object and component system.

Form Frenzy

In Form Frenzy,teamwork is key. One player controls the upper part of the character, while the other controls the bottom part. Together, you'll navigate through increasingly challenging shapes that will test your coordination and reflexes. Inspired by the chaotic fun of 'Hole in the Wall' and the high-speed action of 'Wipeout,' Form Frenzy promises endless laughter and excitement. it is available on itch.io to play

Fortnite Batle Royale

I built a third-person prototype in Unreal Engine to recreate Fortnite's building mechanic from scratch in C++. You can flip into build mode, see a ghost preview of the piece snap onto a grid as you aim,rotate it in 90° steps, and place it then switch back to combat on the fly. The building pieces are data-driven, so I can add new ones from the editor without touching code. Under the hood, swapping between combat and build mode works by re-prioritizing input layers, the weapons attach to the character through hand sockets, and the build menu UI updates itself the moment you change pieces.

Animation Programming