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Game Programmer C++ · C# · Unreal Engine

Gameplay and systems programmer on Rivals of Aether 2, working across game modes, tools, and core systems from pre-launch through live updates.

Highlights

Arcade Mode

A single player ladder where the player fights a series of CPU opponents and closes the run with a per-character ending. I built the mode end to end: the match progression, the boss encounter, and the data driving each fighter's unique ending screen.

Programming

Target Test

Originally slated only as a bonus level for Arcade mode, Target Test is a trial mode where the player must break 10 targets within the allotted time. Target Test was never planned to launch with the game, but with only a few weeks left before launch I prototyped a target entity and a provisional level editor. The timeline was tight, but all 10 levels shipped with the launch of the game in October of 2024.

Programming + Level Design

Camera Rework

A two-week reverse engineering project that turned the stiff 2D camera into a Smash-like system interpolating in 3D, and the work that got me hired.

Programming + Reverse Engineering

Training Mode

Shipped barebones at launch, then revamped toward Street Fighter 6 with input history, recording and playback, and a much wider set of CPU behaviors.

Programming

Tutorials

The beginner tier teaches the basics: movement, jumping, and the difference between a normal, a strong, and a special. Each lesson is gated behind a small success condition, so you advance by actually doing it.

Beginner tutorial
The beginner tier teaches movement and the core attack buttons one step at a time.

The intermediate tier shifts from inputs to intent: punish a whiff, escape ledge pressure, or convert a stray hit. Each lesson ends in a free practice room to drill the concept.

Intermediate tutorial
Intermediate lessons frame each concept as a situation to solve rather than a button to press.

The advanced tier stops holding the player's hand, drilling edgeguards, frame traps, and conditioning under strict success conditions. The players who finished it stuck with ranked far longer than those who did not.

Advanced tutorial
The advanced tier drills edgeguards, frame traps, and conditioning with strict completion checks.
Design + Programming

Trials

Eye Break Mode

A reaction trainer where eyes appear around the stage and you respond with the correct input before each one disappears.

Concept + Programming

Edgeguard Mode

A tool for drilling edgeguards by spawning a CPU offstage and stopping it from recovering back to the stage.

Concept + Programming