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

Email

twokingsofold@gmail.com

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