Technical Profile
Engineering real-time systems at the intersection of Unreal Engine, simulation, multiplayer, and aerospace.
Education
B.S. in Aerospace Engineering with a specialization in Astronautics, now complete — grounded in the same systems-driven approach behind everything above.
B.S. Aerospace EngineeringAstronautics Specialization
Embry-Riddle Aeronautical University — Prescott, Arizona · Fall 2022 – Spring 2026 · Conferred May 2026
Spacecraft engineering demands precision, traceability, and an understanding of how individual decisions affect an entire system. Through work in spacecraft design, dynamics, propulsion, and control systems, I developed an engineering mindset centered on validating assumptions, anticipating failure modes, and designing systems that remain predictable beyond ideal operating conditions.
That discipline carries directly into my software and simulation work. I approach complex systems by defining clear interfaces, understanding dependencies, instrumenting behavior for diagnosis, and testing the edge cases where architecture is most likely to break down. Whether the system involves spacecraft dynamics, real-time physics, multiplayer state, or gameplay architecture, the underlying objective is the same: build systems that are understandable, verifiable, and robust under real conditions.
My aerospace background also gives me a practical foundation in mathematics, dynamics, controls, and physical modeling. This becomes especially valuable when real-time software needs more than a convincing approximation and instead requires behavior grounded in the mechanics of the system being represented.
Spacecraft Design & Astrodynamics
- Space Mechanics
- Spacecraft Attitude Dynamics
- Spacecraft Preliminary Design
- Spacecraft Detail Design
- Space Propulsion
Systems, Controls & Experimentation
- Space Systems Engineering
- Experimental Space Systems Engineering
- Systems Engineering
- Control Systems Analysis & Design
Aerodynamics & Structures
- Aerospace Structures I
- Aerodynamics II
- Space Weather
Current Focus
A snapshot of the work occupying my time right now.
Commercial Unreal Engine Assets
Five modular systems sold on the Unreal Engine Marketplace and Fab, used by other developers to ship their own projects faster — including one Epic gave away for free to 255,000+ developers.
Interaction System
A flexible, Blueprint-first interaction framework — doors, buttons, elevators, pickups — built for fast prototyping and easy extension. Selected for an Epic Games sponsorship — a "Sponsored Content Award and Featured" Marketplace feature — in June 2023.
FPS Scope and Reticle Modular Creator
A modular toolkit for building custom scopes, reticles, and weapon HUD overlays for Unreal Engine FPS projects — no per-scope custom code required.
Modular Building System
A grid-snapped modular building kit — walls, roofs, railings, and foundations — for assembling structures quickly in single-player worlds.
Stylized Nature and Environment Biomes
A stylized environment asset pack — seasonal biomes, foliage, and nature scatter — for building vibrant, cohesive stylized worlds.
Building System | Multiplayer Ready
A networked, replicated building and placement system designed for multiplayer survival and base-building games.
Recent Software Projects
Self-directed systems and simulation work — the technical playground where new mechanics get prototyped before anything ships in commercial work.
VR Micro World Systems
A VR exploration of miniature, tabletop-scale worlds — designing the interaction and scale systems needed to view and manipulate an entire environment from a god's-eye perspective.
Modular Spaceship Building System
A modular construction system for assembling spaceships piece by piece — snapping, structural logic, and part-dependency systems adapted from architectural building kits to vehicle design, with gravity, building, driving, vehicle movement, and pawn multiplayer replication all written in C++.
Planetary Rover Simulation
A rover traversal simulation with wheel-by-wheel suspension and terrain response — built to explore realistic locomotion over uneven, procedurally shaped ground, with gravity, driving, vehicle movement, and pawn multiplayer replication all written in C++.
Modular Rocket Building System
A modular rocket construction system in the spirit of Kerbal Space Program — staging, part attachment, and thrust-to-mass systems built from the ground up.
Dynamic Mesh Generation for Base Building
A base-building system that generates its own geometry at runtime instead of snapping together pre-made pieces — walls, floors, and structural meshes built and welded procedurally as the player places them.
Advanced Multiplayer Systems Testing
A dedicated testbed for stress-testing replication, ownership, and RPC patterns under real network conditions — built to validate multiplayer systems before they ship, not after.
Other Notable Projects
Additional systems work spanning VR combat, replicated inventories, and top-down multiplayer.
Tutorials & Devlogs
Character systems, combat, environment art, UE5 fundamentals, product setup guides, and project teasers — 26 videos in total.
Stylized Environment — Seasons & Biomes
Multiplayer Dynamic Material Instances
Light Propagation Tutorial
Blueprint Communication Tutorial
Bullet Impact Force Tutorial
Enemy Damage System Tutorial
Character Health & UI Tutorial
Eating Food & Filling Hunger Bars
Hunger Bar & UI Tutorial
Advanced Hunger Bar Tutorial
Double Jump Tutorial
Character Movement (UE5) Tutorial
Character Movement Ep. 3 — Stamina UI
Character Movement Ep. 2 — Sprint & Crouching
Character Movement Ep. 1 — Basics
Making KSP in Unreal Engine
Base Building System — Dev Update
Modular Showcase
Modular Showcase — Setup Guide
Modular Building System — Setup Guide
Interaction Starter Pack — Setup Guide
Interaction Starter Pack — Teaser
FPS Scope Creator — Setup Guide
FPS Scope Creator — Product Teaser
FPS Scope Creator — VR Demo
FPS Scopes Pack — Teaser
Let’s build something.
Available for Unreal Engine contract work, marketplace collaborations, and custom solutions built to your project’s spec. If it needs to be modular, replicated, or just actually work — that’s the job.















