What i do


I am a Game Programmer that always tries to emphasize fun in the games I makeI have experience in the languages C++ and C#, the game engines Unity and Unreal Engine 5, and the tools Github, Perforce, Visual Studio, and RiderI build quick prototypes of ideas pitched to help with the decision to go with the idea or move past it
Once an idea is decided on, I make an efficient, polished and entertaining product that is ready for use

Projects


My thoughts on games


I've been playing video games for just about 70% of my life and have always been disappointed when there is
that one thing. That one little problem that could massively improve a gameplay experience if it was adressed;
be entirely ignored because it being there incentivizes you to do what the dev's want you to do.
When thinking about how to improve an experience, instead of thinking how to appeal to all possible people who could enjoy it, I narrow the thought to who the idea would specifically appeal to, and how can we turn it from a pinpoint niche, to a telescopic view of the niche.A game will NEVER appeal to every person, with the sole exception of Minesweeper of course. Despite this I see Gamemaker's prefer to appeal to as many as possible rather than doubling down on the market the game they are making would currently appeal to. This often makes the games feel like they are missing the point they are trying to present, quickly losing player interest


Here are some examples of what i mean:Your game would be too difficult for the casual player to enjoy, so, make difficulty customizable. Not a baby easy impossible to lose difficulty, but something the player can pick and choose. While you're at it add options to increase the difficulty. There will ALWAYS be someone who NEEDS more challengeYour game is capitalizing on the current trending genre but is missing any unique flavor. Instead of recreating the current trend to a tee, then throwing glue and glitter at it to make it seem new, give it a twist. A good example of this in recent times is the surge of games following the formula "Lethal Company" set. Gamemaker's realized the reason why "Lethal Company" was succeeding so well was it's easy to understand formula and ability to be shown a clip, completely out of context, and it still be entertaining. So, they leaned into that, "Content Warning" made it's entire gameplay creating funny clips and moments with it's main way of interacting with the game being a video camera with limited film requiring players to set up their own funny moments. "Repo" gave players more options to create funny moments and clips such as: A way to fight back against monsters, breakable objects, objects with funny interactions, entertaining talking animations, Text to Speech to include those without a mic, along with many little quality of life things that make the gameplay more enjoyable.