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Gameplay Programmer & Tools Developer

Building immersive mechanics and scalable tools

Join My Journey

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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

📘 Learn More


About
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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.

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