Projects
The Pit of Legends/ Legends Arena
Bounty Systems & Player Progression | UEFN | Verse | JOGO
Developed scalable gameplay systems for a PvP bounty-based arena featured in Fortnite Creative — played by over 55K users.
Built bounty and heat level systems with killstreak tracking, XP reward logic, and VFX indicators
Developed the Calling Card system with 500+ collectible pieces, integrated into death screens, lobbies, and preview stations
Created designer-facing tools for toggling cosmetics, previewing assets, and testing unlock conditions
Integrated systems with Fortnite’s battle pass economy and progression meta
Collaborated across VFX, UI/UX, QA, and backend for content updates over 4 months
Tools: UEFN, Verse, Figma, VS Code, Plastic SCM
Platforms: PC, Mac, Android, iOS, XBox, Playstation, Nintendo Switch
🎮 Play Now In Fortnite | 📘 Learn More
FortNut2.0
Modular Minigame Framework | UEFN | Verse | JOGO
Rebuilt a legacy Fortnite UGC map with a flexible, designer-powered minigame system — increasing average player count from <90 to 2K+.
Developed a rule-based minigame framework for combining game modes, modifiers, item pools, and win conditions
Implemented a voting UI system, debug buttons, and round control tools for live testing and balancing
Created weapon/item randomization logic with support for designer-configurable presets
Supported floor modifiers like low gravity, headshots only, and lava zones
Solo developer on Fortnut relaunch; praised internally for system flexibility and scalability
Tools: UEFN, Verse, Figma, VS Code, Plastic SCM
Platforms: PC, Mac, Android, iOS, XBox, Playstation, Nintendo Switch
🎮 Play Now In Fortnite |📘 Learn More
MECHA vs MAGICA
UEFN Fortnite Map | PvPvE Multiplayer | 1-Week Game Jam
Led engineering and shipped a complete team-based Fortnite UGC experience with AI combatants, scoring, and modular systems — built in just 7 days.
Technical Director and solo gameplay engineer on a 5-person cross-discipline team
Developed AI pathfinding using custom waypoint + radius logic for dynamic monster behaviors
Built radial damage, hit VFX/SFX, and team-based scoring with spawning logic
Created modular Event Bus system for fast feature integration and designer tools
Served as GitHub admin and build master for final release
Tools: UEFN, Verse, GitHub Desktop, Figma, VS Code Platforms: PC, Mac, Android, iOS, XBox, Playstation, Nintendo Switch
🎮 Play Now In Fortnite |📘 Learn More

Antithesis Game and Deck Editor
Hybrid Deckbuilder & Strategy Game | Unity + WebGL | Personal Project
Designed and engineered a complete hybrid board/card game experience with a full-featured Deck Editor, AWS integration, and Tabletop Simulator export — combining digital scalability with physical gameplay depth.
Built a responsive Deck Editor with drag-and-drop card building, gallery views, rule validation, and custom JSON import/export
Created backend tools for deck analytics, AWS S3 storage, and download packaging (Tabletop JSON, printables, image assets)
Developed card filtering, faction alignment validation, and dynamic champion legality systems
Designed and deployed a complete card database pipeline using InDesign, GREP, and custom merge templates for rapid iteration
Implemented full playmat + token ruleset, champion faction logic, and strategic mechanics for cross-platform digital/physical play
Tools: Unity, C#, WebGL, AWS S3, GitLab CI/CD, Figma, InDesign, Excel, JSON
Platforms: PC, WebGL
🎮 Demo | 🃏 Website |📘 Learn More
My Reading & Math Academy (Various Games)
Educational Game Systems | Unity | Age of Learning
Built scalable game systems and authoring tools used in over 60+ educational titles for early learners — from book players to shape recognition games.
Created a modular Book Player system with narration, quiz logic, async asset loading, and cross-platform optimization (iOS/WebGL)
Co-developed internal tooling for curriculum teams to author and QA interactive books faster and with fewer bugs
Built a Unity2D scaling pipeline that standardized art/camera workflows across multiple math games and improved dev speed by ~80%
Engineered reusable animation-sync systems, interactive mini-games, and mentoring sessions for cross-discipline Unity onboarding
Supported 2D game content ranging from shape identification to number sense and animated NPC feedback
Tools: Unity, UGUI, Addressables, C#, Unity 2D, Promises, Async Tasking Platform: WebGL, Android, iOS, PC, Mac
My Reading Adacemy | My Math Adacemy | 📘 Learn More
Fast Effect – AR/VR & Interactive Experiences
Interactive AR/VR Experiences | Unity | Client Projects
Built immersive Unity applications and games for real-world events and commercial clients — spanning automotive, entertainment, and tech demos.
Developed AR and VR simulations for clients like Mahindra, RAM, Denso, and Erebus, deployed across mobile, Oculus, Vive, and Magic Leap
Created an AR vehicle configurator with 3D printed model tracking, real-time feature toggling, and UI optimized for iPad
Built VR mini-games for trade shows (NAIAS), including real-time greenscreen compositing and public spectator displays
Engineered asset bundle pipelines, addressable loading, and Vuforia-based tracking across platforms
Designed gameplay-style systems: object interaction, and animated NPC sequences for multiple projects
Tools: Unity, UGUI, Vuforia, Oculus, Vive, Magic Leap, Git, Photoshop, 3ds Max
Platforms: PC, Mac, Android, iOS, WebGL

About Davon
Hello! I’m Davon, a passionate Software Engineer specialized in game development, with a deep-rooted love for bringing imaginative worlds to life through code. My journey in the gaming industry, underpinned by a Bachelor of Fine Arts in Game and Interactive Media Design, has been a blend of technical expertise and creative artistry. At the heart of my work is Unity, where I sculpt interactive experiences and engaging gameplay.


















































































