Technical Designer
Technical Designer specializing in Unreal Engine systems, gameplay programming, and scalable pipelines - backed by a technical art background that bridges design, art, and engineering.
Competitive Multiplayer FPS, C77, 2019-2023
Lead Technical Game Designer responsible for designing and implementing game systems and mechanics for the primary game mode and supporting sub-modes. Created and optimized UMG assets for the primary game mode's HUD. Built complex, data-driven features using Blueprint and C++ in Unreal Engine.
DLC for Pacific Drive, 2025
Joined Ironwood Studios to implement critical narrative scripting systems for the DLC using Blueprint and C++ in Unreal Engine. Responsibilities included ensuring robustness of narrative elements and cross-discipline bug fixing during the final production phase.
You are a stretchy little newt who loves to pole vault, 2025
Built foundational gameplay systems for this challenging precision platformer, including camera, character controller, and core movement mechanics. Handled technical design and production logistics for a small team. Post-launch, the game developed a dedicated speedrunning community that consistently exceeds our design expectations.
The ultimate in deep sea terror, 2025
Co-founded Earth Giant studio and led production on our debut title. Single-player linear horror game built in Unreal Engine with retro PS1-style aesthetics, working across design, art, and engineering as needed on a core team of 5 developers.
Drive, Survive, Repeat, 2023-2024
Helped Ironwood Studios complete and ship Pacific Drive. Led PS5 performance optimization efforts while fixing bugs across all disciplines. Tackled various problem-solving tasks essential to bringing the game across the finish line.
Oculus, 2018
Wrote surface materials for the entirety of the Quest onboarding experience's environments (First Steps) in Unreal Engine, working in close cooperation with graphics engineers to hit strict performance budgets on an early, constrained standalone VR platform. Used RenderDoc and built-in performance tools daily to profile and optimize rendering on unproven mobile VR hardware.
343 Industries, 2015-2017
Contributed to early prototyping for Halo Infinite, working extensively in Maya and 343's proprietary content pipeline tools. Focused on open-world streaming systems during the game's formative development phase.
343 Industries, 2013-2015
Provided technical leadership supporting environment artists on a shipped AAA title, working extensively in Maya and 343's proprietary pipeline tools. Interfaced closely with tools and engineering teams to get artists the best possible support and keep production moving smoothly.
Bullet heaven, but heaven is slimy
Solo-developed bullet heaven game featuring slime-based physics gameplay. Designed for accessibility while maintaining strategic depth, encouraging players to experiment with builds across multiple runs. Complete ownership of design, development, and technical implementation.
Interested in collaborating? Reach out to discuss opportunities.
✉ BMay1286@gmail.com