PerBlue
Engine Development, Gameplay, Deterministic Simulation, Multiplayer, Tools, UI
I worked on several games at PerBlue, from core gameplay and deterministic simulation to designer and QA tooling.
Unreleased Game
This game started as a multiplayer hack-and-slash game. I led the engine team for the duration of the project.
Wall Brawl

This is a live service wall defense game. Things I worked on:
- Many of the core gameplay mechanics
- PvP mode: the view could detach from the simulation to watch other players
- Game automation to assist designers with game balance
- A replay system that QA and devs could use to share and diagnose crashes and issues
Hex Empires
A live service, turn-based strategy game. I worked on:
- All of the core gameplay mechanics
- A cross-platform, deterministic custom simulation for fights
- Used for server validation and future replays
Triumph: GO Infinite
As part of a contract deal with N3TWORK, I worked on this game for a few months. My biggest contribution was implementing the front end for the game’s player market.
