Gameplay & AI
Behaviour trees, state-based enemy logic, aggro systems, pathfinding, steering, and moment-to-moment gameplay behaviour.
I am a game programming graduate from The Game Assembly with experience in C++, Unreal Engine, custom engines, AI behaviour, pathfinding, rendering, networking, and tools. Before programming, I worked for several years in enterprise technology at Hewlett Packard Enterprise, building strong technical communication and customer-facing skills.
Behaviour trees, state-based enemy logic, aggro systems, pathfinding, steering, and moment-to-moment gameplay behaviour.
Custom engine work, rendering, gameplay systems, memory-conscious programming, debugging, and structured problem solving.
Six years in enterprise technology gave me experience explaining technical concepts clearly, working with stakeholders, and taking ownership of relationships.