Gameplay and systems programmer on Rivals of Aether 2, working across game modes, tools, and core systems from pre-launch through live updates.
Highlights
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.
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.
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.
Shipped barebones at launch, then revamped toward Street Fighter 6 with input history, recording and playback, and a much wider set of CPU behaviors.
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.
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.
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.
A reaction trainer where eyes appear around the stage and you respond with the correct input before each one disappears.
A tool for drilling edgeguards by spawning a CPU offstage and stopping it from recovering back to the stage.