Dwarven
Realms
- Core systems in C++ and Blueprints
- Data-driven gameplay frameworks
- Enemy AI and large-scale encounter optimization
- Playable races, passives, and abilities
Games
01 / 04
Television
A frame-accurate Unreal Engine production platform I solely architected and built for automated broadcast rendering.
Robot control software connecting real-time facial capture to a virtual avatar, a live operator UI, camera feedback, and joystick control for a physical robotic head.
↗About
My work spans gameplay frameworks, multiplayer state, performance optimization, custom rendering, live control interfaces, and engine-level timing.
I studied Game Design at Tiltan College for Design and Visual Communication from 2014 to 2016.