Patrick emmons
@patrickemmons
I build balanced, multiplayer-ready combat systems and gameplay features in Unity and C#.
What I'm looking for
I build combat systems and gameplay features for commercial, academic, and personal games, from prototyping through playtesting, balancing, and polish.
At Bit Forward Games, I lead combat design and gameplay programming for Spell Code SlingerZ, a commercial local/online party brawler. I built its deterministic 60 FPS Unity/C# player controller, finite-state machine, spell-storage system, hitbox/hurtbox interactions, spell-proc framework, and combat feedback systems, and designed and balanced 52 Spellcodes through public playtests and gameplay telemetry.
For Athens Core Omega, I built a network-forward player state machine and modular special-move framework, with UnityGGPO rollback support, dynamic collision, hitstop, attack cancels, and combo knockback scaling. I also co-developed the Steam release Rainbowcore Hypernova at Nucko Games, contributing gameplay design, character design, moveset implementation, and 2D animation.
I bring a 4.0 B.S./M.S. background in Game Design and Development alongside C/C++ and IDL research software work for NASA- and NSF-funded image-sensor projects. I care about competitive systems that are approachable, fair, and expressive for players across skill levels.
Experience
Work history, roles, and key accomplishments
Lead Combat Designer & Gameplay Programmer
Bit Forward Games
Sep 2025 - Present (11 months)
Owns gameplay design, implementation, and balance for a commercial party brawler, including core architecture, 52 spellcodes, and multiplayer systems.
Lead Combat Designer, Character Designer & 2D Artist
Personal Project
Jan 2025 - Present (1 year 7 months)
Built a network-forward player finite-state machine and modular special-move framework in Unity, designing and balancing playable characters through iterative playtest feedback.
Undergraduate Researcher
RIT Center for Detectors
Apr 2023 - Dec 2025 (2 years 8 months)
Developed and deployed C/C++ and IDL software drivers for host PCs controlling image-sensor acquisition electronics on NASA- and NSF-funded projects. Authored system requirements and acceptance test procedures, and analyzed large sensor datasets.
Project Lead & 2D Artist
Academic Project
Sep 2024 - Dec 2024 (3 months)
Designed and implemented four distinct character classes and built runtime character-data and palette-shader systems to support live balance changes and rapid iteration.
Game Developer
Nucko Games
Jan 2021 - May 2024 (3 years 4 months)
Co-developed Rainbowcore Hypernova, a free-to-play game released on Steam, contributing gameplay design, character design, moveset implementation, and 2D animation. Supported gameplay design and development across multiple other titles.
Education
Degrees, certifications, and relevant coursework
Rochester Institute of Technology
Bachelor of Science and Master of Science, Game Design and Development
Grade: 4.0/4.0
Activities and societies: Dean's List: Fall and Spring, 2021-2026
Combined Bachelor of Science and Master of Science in Game Design and Development with a 4.0 GPA and Dean's List recognition.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Website
fmpo.itch.ioPortfolio
fmpo.itch.ioJob categories
Skills
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