Welcome to my technical journal, where I document the engineering work behind the projects I’ve built. This section is intended to give insight into how systems are designed, implemented, and maintained, with a focus on gameplay engineering, multiplayer/networking, and backend architecture. Each page contains concise technical breakdowns, system diagrams, and (where possible) gameplay demonstrations.
Some entries are work in progress, reflecting active development, while others showcase fully implemented prototypes or shipped systems. Videos and GIFs are added as they become available—especially for ongoing projects—so you can see the systems in action without exposing proprietary details.

Jumping Into Fence: Embracing the Chaos
Conquest Battle System - A modular combat system plugin made to extend the functionalities of Unreal’ s Gameplay Ability System.
These projects showcase experimental systems and mechanics I’ve built to test ideas or learn new workflows. Each prototype includes a concise breakdown of the systems implemented and the design decisions behind them.
Becoming A Parasite: A Technical Post Mortem Of Convergence Point – My senior design capstone project, highlighting the technical architecture, procedural systems, and gameplay mechanics behind a 2D rogue-lite experience.
Becoming A Parasite: A Technical Post Mortem Of Convergence Point
Exploring 2D Game Mechanics in Adventure Awaits – A 2D platformer prototype designed to experiment with movement systems, camera behaviors, and player feedback in Unreal Engine.
Tales Of The Hollow – My first large Unreal Engine 5 project where I built multiple gameplay systems in Blueprint and C++, intended as a full game but shelved due to scope growth.