Gameplay EngineerOrlando, FL

Hi, I'm Christian.

I'm a software engineer in Orlando who designs and builds games. Here you'll find what I've shipped, the systems underneath, and what I learned making them.

Selected gamesScroll to explore

The games.

05 projects / Gameplay
Key art: the boy stands his ground in the bedroom doorway

A boy defends his bedroom from a nightly alien invasion in a tabletop game where the aliens are pieces and the hands are his.

Design, programming, direction, and the hand-drawn standees.

AI-generated Runicorn cover art: a rainbow-maned unicorn races through a ruined gray city while its trail surrounds the undead
03

JavaScript / Canvas

Runicorn Zombie Apocalypse

The last colorful unicorn in a dead city. Close rainbow loops around the horde, dash through danger, and turn each escape into another phrase of the soundtrack.

Game concept, creative direction, mechanics and iteration.

Undead Signal cover: distressed bone lettering beside ink-drawn zombies, a field radio and a broadcast tower
04

A zombie card roguelike where the horde forms poker hands and every move you have takes their hand apart.

Rules, systems and balance design, direction, and the hand-drawn zombie portraits.

Spare Knight key art: the brush-lettered title with its gear over the Act 1 countryside
05

Phaser 3

Spare Knight

A tactical roguelike where attacks never miss and the tension lives in your timing. My passion project, now being rebuilt for a desktop release.

Direction, programming, and the painted characters, event illustrations, and interface art; a collaborator handled sound, voice, and co-wrote the lore.

Tools & experiments.

Formship application interface
01

Web application

Formship

A platform for coaches to create learning programs, with editable content blocks and AI-generated quizzes.

Product design and full-stack development

BuildValue application interface
02

Web application

BuildValue

Compare League of Legends items and full builds by their gold efficiency, using data from Riot's API.

Full-stack development and item-data pipeline

HasteCV application interface
03

Web application

HasteCV

A resume and cover-letter builder with rich-text editing, PDF exports, and an MCP server for AI clients.

Product design, full-stack development, and MCP API

Behind the work.

Notes & postmortems
01

I Won't Be Abducted: fixing what players couldn't read

A placement flow that passed its tests and ate clicks, a boss with bad instructions, and an economy that gave tools away. The September update.

5 min read
02

Silhouettes before commitments

The four-gate look test I run before any character or prop earns a place in a game.

4 min read
03

Undead Signal: five days of rules before a line of code

Killing three drafts, the rule that gave back depth I never designed, and balancing a roguelike with a bot that plays 300 runs.

6 min read
04

Spare Knight: teaching the UI to explain itself

Players said the interface was hard to read. I rebuilt it as a token system inside Phaser and fixed the soft-locks on the way.

3 min read
A little background

About me.

Portrait by a window, wearing a floral shirt

I make games alongside my software engineering work. ThunderBashers is an arena brawler in Unity with online rooms and is the one I work on most weeks. I Won’t Be Abducted is a tabletop defense game in Godot, Undead Signal is a card roguelike in Unity, and Spare Knight is a tactical roguelike in Phaser being rebuilt for desktop. The latest is Runicorn Zombie Apocalypse, a tiny JavaScript survival game where rainbow loops trap the undead. They are all playable in a browser. I do the design and programming, and draw a good part of the art myself; Runicorn’s cover is generated promotional art.

What I care about is how rules interact and how a player learns them. In ThunderBashers it meant finding that a mechanic that felt broken was a readability problem, fixing it with a telegraph instead of a rules change, and later putting host-authoritative netcode beside the untouched offline simulation. In I Won’t Be Abducted it meant moving the boss’s instructions onto the board above his head. In Undead Signal it meant writing the rules for five days before building, then balancing with a bot that played 300 seeded runs per configuration. The project pages break down how those systems work.

I’m looking for gameplay engineering or game design work where I can keep doing that: build the system, watch people play it, and fix the right thing. If you want the short version, the portfolio deck is fourteen printable pages: one rule, one systems map, and one measured result per game.

Drawings & character studies

Away from the code
Stylized red portrait with glowing pale eyes against a teal background
Ruby
Black-and-white face surrounded by flowing ink lines and halftone dots
Wisp
Illustration of Socrates raising one finger beside an offered cup
The Death of Socrates

What I work with.

Languages
TypeScript · JavaScript · Python · SQL · GDScript
Frontend
Vue 3 · React · Blazor · Tailwind · Chart.js · Tiptap
AI & Agentic
Claude Code · Claude API · Cursor · MCP · Multi-agent orchestration · Prompt engineering · Structured output
Game Dev
Phaser 3 · Godot 4 · GDScript · Krita · Hand-painted art · Data-driven design