Golden Path: Reborn
- #6 / 101 overall
- #2 Best Gameplay
A roguelite puzzle game I have been developing for the past year, based on my 2021 solo game-jam entry.
I translate between business and tech. 16+ years turning complex business needs into clear requirements, aligned stakeholders and shipped outcomes, as a servant leader fluent enough in tech to have a seat at both tables.
I've spent 16+ years where business and technology meet: gathering and documenting requirements, writing user stories, co-owning backlogs with product managers, and keeping stakeholders and delivery teams pointed at the same outcome. Along the way I picked up 10+ years of hands-on SQL, Qlik and ETL work, automating away hundreds of manual reports and hours of daily busywork.
I lead by serving: clearing blockers, asking the questions no one else asks, and making sure the people doing the work have what they need. I'm not the deepest specialist in the room. I'm the one who makes sure the specialists and the business understand each other.
Away from the backlog I run Surfing Seagull Games, my one-person indie studio. Building and shipping Unity prototypes keeps my tech fluency honest. I know what a sprint feels like from the inside.
The track record is in the CV: roles, systems, results.
12+ Unity prototypes and game-jam entries, built solo or with small teams. This is how I stay close to how software is actually made.
A roguelite puzzle game I have been developing for the past year, based on my 2021 solo game-jam entry.
Game-jam entry built with two programmers and two designers. I owned the enemy systems (navigation, spawning, waves), the audio system, and contributed to game design.
A magical café where you brew potions for your customers in this cozy simulation, created in a jam with three developer friends. I built the brewing, recipes & ingredients, achievement and audio systems.
A mini action game created for a game jam, where it ranked first in the theme category: Running Out of Time.
Top-down 3D pizza-delivery game. Key systems: waypoint-based traffic with branching that reacts to its surroundings, and a delivery system with pickup, drop-off and time tracking.
A small action memory-puzzle game created for a game jam.
Airport Traffic Management, a prototype about unloading and loading airplanes. Systems to highlight: job queues, event-driven managers, level manager.
Factory-management prototype. Main components: grid system and factory in-process-out systems.
Top-down flying-shooter prototype in the spirit of Tyrian and Raptor.
Herd sheep to target areas across several levels. Key systems: progress tracking, level manager, and navmesh-based movement controllers.
A 2017 prototype built with Unreal & C++. I programmed and integrated two custom puzzles into this first-person game.