Tidebound
Contributing tension-based reeling, a movable cart, a fish scale, and a shop menu.
Read case studyI’m a game developer from Ohio. I work in various game engines, building gameplay systems, editors, and games.
Contributing tension-based reeling, a movable cart, a fish scale, and a shop menu.
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Built a reusable color interaction system, grappling mechanics, and a transforming arena for a fast-paced FPS.
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A kart racer built around player-created tracks. I developed the track editor, sub-frame lap timing, and shareable ghost replays.
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An online board game with match-three mechanics. Built room management and move exchange over WebSockets, with animation synchronization between players.
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An NES arcade platformer with two-player co-op. I used sprites, tiles, and palette changes to work within the hardware’s limits.
Read case studyModified drifting and mini-turbo feedback in Mario Kart Wii, building on the Skill Issue Pack mod.
Read case studyA physics puzzle game with force-based dragging, joint-based grabbing, and collision-driven block squishing.
Read technical write-upA bullet-hell project with reusable enemy timelines, boss phases, and configurable bullet patterns.
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I began programming in high school with GameMaker. Since then, I’ve made personal games and collaborated on team projects using Unreal Engine and Godot.
My work includes gameplay programming, development tools, and sprite art.
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