Professional Summary
I'm a Gameplay Engineer with 7 years of experience designing, prototyping, and implementing player-facing gameplay systems in Unreal Engine and Unity. Passionate about systemic gameplay, player abilities, combat, and creating expressive mechanics through rapid iteration and cross-disciplinary collaboration. Shipped four commercial titles including Batman: Arkham Shadow and Moss: Book II.
Experience
Senior Gameplay Engineer
Polyarc
2020 — April 2026
Glassbreakers: Champions of Moss (UE4/C++, Online Multiplayer, Meta Quest/Steam VR, Released Nov 2025)
Designed, prototyped, and/or iterated on approximately 80% of the character abilities shipped at launch while developing the underlying systems that enabled ability creation and tuning.
Developed workflow for artists to be able to preview cosmetics in editor and place associated VFX.
Designed and implemented tactics and behaviors for AI opponents using a custom Utility AI system.
Batman: Arkham Shadow (Unity/C#, Meta Quest, Released Oct 2024)
Contributed to the design for and implemented the majority of the Falcone boss fight.
Improvements to enemy AI including things like ensuring SMG wielding goons would path to a location with line of sight to the player before firing.
Moss: Book II (UE4, Playstation VR, Meta Quest, Steam VR, Released March 2022)
Iterated on design and implemented gameplay logic for all 3 player weapon abilities, including the sword dash aim-assist system that allowed players to consistently land where they were intending.
Designed implemented system to prevent the large hammer weapon from clipping through walls.
Unannounced Project (UE5, originally targeted Meta VR but switched to PC/consoles, 2025-2026)
Designed and implemented a data-driven item and resource system using data assets which reduced the amount of unique Blueprints needed by about 75% and improved maintainability.
Owned development of a grid based decoration system allowing players to customize both interior and exterior areas.
Owned the design, prototyping, and implementation of modular farming and plant-growth systems.
Developer
Immersive History/4th Wall FX
2019 — 2020
DvG: Conquering Giants (Unity, Steam VR, Released Nov 2020)
Designed and implemented 100% of enemy encounters, including attack patterns, combat behaviors, boss encounters, navigation, and animation integration.
Contact
twokingsofold@gmail.com
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