I graduated in 2024 with a bachelor's in computer science and game design from Southern New Hamshire University. Throughout my time there I maintained good academic standing and was accepted into The National Society of Leadership and Success. I have worked on 8 games within Unreal Engine, 6 having workable prototypes. On two of these projects, I have been fortunate to work with some really great teams and have had great success in meeting deliverables on the projects.
This site was made by me, using a GUI. I am capable of making websites and any online page needed.
I am primarily a programmer and have many years of experience in it. I can code in JavaScript, Python, UE node, C++, C#, and HTML.
This project was one of the many I did in university and was one of two that I used the hard coding functionality of Unreal to make. Done in Unreal 5.1 there was no main objective with this project other than making functioning items and mechanics in Unreal with hard code (C++).
This project had no real main objective other than to demonstrate the use of C++ within Unreal. This project was done using Unreal Engine 5.1, each asset was created by using the C++ blueprints with minimal using the native node-based coding within Unreal. The only asset that used the nodes was the materials made for mirror however its functionality was done within the hard code. In the end the mechanics created are functionality for the player to pick up and fire a weapon, that weapon to spawn projectiles and for those projectiles to leave a hit marker wherever it first hit. The projectile also has a terrain manipulation function where it will leave a dent on a surface if able. The above are samples of the code but the full files can be produced on request.
Fuzzy farmer is the first Unreal game I made that has a playable prototype. It was made using Unreal Engine 4.27, the intent was a short development cycle game that was family friendly. The main objective is to collect creatures, called fuzzies, before the timer runs out.

Fuzzy Famer is a project I completed in university using assets I have created. The entire project was made using the native node-based coding within Unreal Engine. Some objects, displayed left, were not used in the final prototype as it was decided they did not fit the intended feel for the purposed game. The project was to make a game for a fictional client that wanted a small game for children to market their new toy but to still be enjoyable for them. A simple fence and wooden platform were made custom for the game and additional assets to allow for expansion of the project if client wanted. A breakable object was made using the chaos system in Unreal and is featured in the demo. In the demo the objective is to collect enough fuzzies before time runs out, the game will then display a win/lose message and ask if the player wishes to try again. While only one level was made the core game could be scaled to give greater levels of challenge easily, adding platforms, jumping puzzles, additional objectives, and even some fuzzies that run from the player. The end result was simple with intent to be expanded should it be wanted or needed.
This was the first project I worked with a team of people. The main objective of the project was to be able to work as a team to make a working prototype. Everything was left up to the team to decide with our options being a 2D or 3D game. Our time made a 2D dungeon crawler inspired by Castlevania.

We were the third team out of four, my rentabilities included level design, coding (Excluding UI), interdisciplinary lesion, flow control, file management, backup and recovery, conflict resolution, and play testing (Shared between everyone). Throughout the project I worked closely with our artist to create and implement assets. We utilized Unreal Engine 4.27 and its Paper2D system to add pixel art tiles and take them from an image to a workable asset. The system also allowed us to use flipbooks for animation. I used the art tiles and added collision to those that needed it, allowing for the player to stan on tiles as if they were physical assets within the editor. I used other tiles to create physical assets to then overlay them on the level, spikes, enemies, magic torches, and collectables. The spikes had two variants, moving and non-moving, they are the environmental challenge to the player and deal flat damage with a small immunity period after the player takes damage from them. The enemies had three variants, they are all slimes but come in blue, purple, and green. Bule is quick, purple move in a pattern, and green that deal double damage and require the damage powerup to defeat. The powerups are simple, one adds an additional health, one adds a damage upgrade, and one gives temporary invulnerability. The player stored all the values that were tracked within the game, allowing for a door to open when all slimes were defeated.
The main objective of this project was to use C++ and node code to make a survival game. I molded each resource node and made simple AI to walk around and act as an obstacle for the player. The player wins by building 5 of any combination of building pieces and collecting 500 total materials. The loss condition is if the players health is reduced to zero before the objective is completed.

This project was one of my most complete projects as it was the most fleshed out mechanics. It uses a combination of hard C++ and node coding but mostly uses the nodes to set up functionality. The C++ was used for the base of each resource node and player stats, the win/lose conditions was handled by simple node logic within the player. The main objective of the game is to collect enough resources and build housing pieces without losing all health. The two ways to lose health is to not eat or run into the NPCs walking around the world. The NPCs are simple AI that only have instructions to walk around in an area that is possible, they can't walk though trees or off the map. The damage is handled by an overlap event with a slight delay after an initial tick of damage, so the player isn't one-shot. Resources some from three different nodes, tree, rock, and berry bush. Each provide wood, stone, and berries respectfully and are stored within an array within the player. When the player wants to build, they may open a menu and build pieces as longe as they possess the required resources. Once build the pieces enter another array and wait for the player to click the place button within the menu, after which the piece with enter the world and with another left click be placed. Once the game ends they player gets an end screen that allows them to try again or quit.
This project was one of my independent projects made after I graduated. The intent was to make a functional template for a first-person shooter, which was successful. The template can be adapted into any single player FPS environment that utilizes Unreal Engine 5.5 or higher.

As said above the intent of this project was to make a simple templet to work off of to make single player first person shooters. In its current state the template comes with a simple target shooting game and some sample assets made from the starter content of Unreal 5.5. While simple it is a fantastic starting point for any project and allows for shorter development time from concept to prototype. This is entirely made with Unreal node-based coding and has the functionality to add custom C++ if wanted. This style of template could be done for any kind of game and to allow for multiple projects to be made at once if wanted.
This was an unfinished prototype for a CTF third-person shooter multiplayer game. This is meant to be a scalable multiplayer game with an initial CTF game mode inspired by Battlefield. Intent is to have multiple game modes and have classes to influence play. This can also work as a template for multiplayer games with the exception of MMO style games. This was made with only node code and works on Unreal Engine 5.5 and up.

This is my first project that utilized the multiplayer functionality within Unreal. The system reads the total number of players and assigns them to one of two teams, prioritizing the team with less players. This is also reflected in the player HUD seeing enemy objectives in red and friendly in green. The way to win is to fill the team score bar by capturing points, this would then result in a win or loss and automatically start a new game. The project is made by using only the node code and with only the starter content provided by Unreal. The main problem is currently the game crashes when it attempts to load a new game as when it tries to access the player character it reads as empty. This issue is still present, and I am actively trying to resolve.
This is my current project I am working on and has the most diverse systems of any project I have made. I am part of a 2-man team who have been working on this project the past 6 months. Progress slow but significant, this game intends to be my first project to hit market and is close to an alfa build. The intent is to be a co-op survival adventure game and to be more focused on fun gameplay instead of a focus on the survival elements. They are still present but with intent to support primary gameplay loop instend of slowing it down.

This project is built using only the node code within Unreal and is built in Unreal Engine 5.6. Currently the project has fully implemented inventory system, save and load functionality, resources harvesting, building and crafting system, and fully functioning player stats. The end goal of the game is to give the player a fun dwarf adventure with the end goal of rebuilding a kingdom within a mountain fortress. The starting tutorial area is currently being made and will soon be implemented, while all assets are still in a default state, we are in talks with a concept artist to start giving the game some personality. All assets follow a simple modification system where most are children of a main parent to allow for blanket changes if needed. While stats and effects are stored within item lists, they are modifiable at any time and adding an item takes no time at all. The save function currently saves whenever something in the overworld changes but this will be changed to be on a timer or on command by the player. All items are able to be dropped and picked up from the world. The buildable objects will check if they are valid and show a preview of the object in question. There is no real win condition right now and the only lose condition is if player loses all their health. Current plan is to release in a beta version and start receiving player feedback to improve the game. On release the game will also feature a playable demo.
This is a smaller section than the rest as it was done post university and I have used it only a small amount. However, it is still something I can do with consistency. The following are short example of idle animations I have made using the built-in tools of Unreal 5.5.
The best way to contact me are listed below. I will respond as soon as I am able. Thank you for your time.
aspain3@ueby3.com