At StoryMode LLC, I developed C++ and Blueprint gameplay systems for Gold Fever, including combat, transports, and UI using the Gameplay Ability System. I also refactored legacy systems to reduce CPU frame time by 30% and created an editor plugin that saved artists about 10 hours a week.
I ported a multiplayer RPG to Nintendo Switch through platform certification, and built UI for Tempest Rising, including more than 40 screens and support for 10 languages. At Sails of Steel: The Seahunter, I implemented boat physics and gameplay logic for a custom seamless world map.

