Hi, I’m Dan!

I am a gameplay programmer and a graduate from Ontario Tech University in their Interactive Media and Game Development Program. I specialize in C# and C++, developing gameplay systems, creating algorithms, and designer tools for developers and artists in Unity and Unreal Engine.

Currently I'm working on Daybreak, a survivor-like game where players fight against hoards of devouring void entities in a world being erased from existence.

About Me

I am a systems and gameplay programmer and a graduate from Ontario Tech University in their Interactive Media and Game Development Program. I specialize in C# and C++, developing gameplay systems, creating algorithms, and designer tools for developers and artists in Unity and Unreal Engine.
Currently I'm working on Daybreak, a survivor-like game where players fight against hoards of devouring void entities in a world being erased from existence.

About Me

I am a systems and gameplay programmer and a graduate from Ontario Tech University in their Interactive Media and Game Development Program. I specialize in C# and C++, developing gameplay systems, creating algorithms, and designer tools for developers and artists in Unity and Unreal Engine.

Currently I'm working on Daybreak, a survivor-like game where players fight against hoards of devouring void entities in a world being erased from existence.

About Me


Here’s A Peek At What I’m Currently Working On!

Project Angels

  1. Custom Inspectors, Windows, Property Drawers, and Developer Tools (Unity)
  2. Physics Scripting and Game Systems

Professional Work

Daybreak

  1. Procedural Level Generation Using Layered Noise Functions
  2. Player Controller And AI Movement With Adherence To Terrain

Starlight

  1. Procedural Level Generation Through 3D Wave Function Collapse
  2. Layered Modular Magic Systems

Moonset

  1. Fast and Fluid Movement Systems
  2. Level Design That Emphasizes Maneuverability

The 437

  1. Enemy AI
  2. 2D Tilemap Navigation and Layered Environmental Interaction

Daybreak

  1. Procedural Level Generation Using Layered Noise Functions
  2. Player Controller And AI Movement With Adherence To Terrain

Starlight

  1. Procedural Level Generation Through 3D Wave Function Collapse
  2. Layered Modular Magic Systems

Moonset

  1. Fast and Fluid Movement Systems
  2. Level Design That Emphasizes Maneuverability

The 437

  1. Enemy AI
  2. 2D Tilemap Navigation and Layered Environmental Interaction

Daybreak

  1. Procedural Level Generation Using Layered Noise Functions
  2. Player Controller And AI Movement With Adherence To Terrain

Starlight

  1. Procedural Level Generation Through 3D Wave Function Collapse
  2. Layered Modular Magic Systems

Moonset

  1. Fast and Fluid Movement Systems
  2. Level Design That Emphasizes Maneuverability

The 437

  1. Enemy AI
  2. 2D Tilemap Navigation and Layered Environmental Interaction

Here Are The Tools I Use!

Game Engines

Programming Languages

More Tools I Know


Here’s how you can reach me!


Check Me Out On My Other Platforms!