PROJECTS

Selected Work

Systems engineering, automation, infrastructure, and game development.

Systems & Engineering

Networking, automation, infrastructure, systems testing, and technical projects.

In Development

CCNP Enterprise & Automation Demo Lab

A multi-site enterprise networking lab designed to demonstrate routing, switching, resiliency, network automation, validation, and operational monitoring in a realistic environment.

EVE-NG Cisco IOS Ansible pyATS Jenkins Grafana

Currently building the core topology and automation foundation. Additional provisioning, compliance testing, CI/CD validation, and monitoring demonstrations will be added as development continues.

Project details →

Game Development

Playable projects, game jam entries, prototypes, and technical gameplay experiments built with Unity.

Featured Projects

Prototypes & Experiments

Prototype Adventure

An action-combat prototype focused on surviving increasingly difficult skeleton enemies, with player movement, click-based attacks, health, enemy behavior, and difficulty scaling.

Unity C# Combat Enemy AI Prototype
Play on Unity →

BlockBreaker Prototype

A classic block-breaking gameplay prototype built around destructible bricks, lives, scoring, and the extra-score/extra-life pickups. Focused on collision behavior, scoring, and level progression.

Unity C# Prototype
Play on Unity →

Little Fox Runner

A small Unity runner project focused on character movement, obstacle interaction, timing, and straightforward arcade gameplay, including collectibles, health, speed boosts, extra jumps, and hazards.

Unity C# Prototype
Play on Unity →

TopDown → SideScroll → 3D

A Unity experiment exploring different gameplay perspectives and transitions between top-down, side-scrolling, and 3D spaces.

Unity C# Experiment
Play on Unity →

Technical Game Development

Gameplay Systems & Architecture

Interconnected gameplay systems including inventory and shops, equipment, combat, character resources, status effects, loot, dungeon configuration, and persistent player data.

Inventory Combat Loot Status Effects Persistence

Multiplayer & Online Systems

Multiplayer systems using Unity Netcode and Unity Gaming Services, including session management, RPC synchronization, cloud-backed player data, combat attribution, and instanced player rewards.

Netcode UGS RPCs Cloud Save Sessions

Engineering & Performance

Data-driven and reusable systems built with ScriptableObjects, custom object pooling, event-driven communication, authoritative managers where appropriate, input abstraction, profiling, and platform-specific rendering configurations.

ScriptableObjects Pooling Events Input System Profiling

Testing & Development Tooling

Development hooks and targeted test methods for exercising individual systems without requiring complete gameplay flows, including save slots, cosmetics, damage, healing, items, and status effects.

Debug Tools ContextMenu System Testing QA