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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.

Resume

Skills

Engines: Unreal Engine 5, Unity, UEFN

Languages: C++, C#, Verse,

Blueprint Systems: Subsystems, Power-Up Systems, HUD Frameworks,

Combat Logic Tools & UI: UMG, Unity UI Toolkit, Custom Editors, Debug Overlays, DataTables

Gameplay Focus: Multiplayer Systems, UI/UX Engineering, Designer Tooling, Optimization

Workflow: Git, Perforce, Agile, LiveOps, Profiling, Rapid Iteration

Platforms: Xbox, Switch, PlayStation 5, PlayStation 4, PC, Mobile, Android, iOS

Professional Experience

Gameplay Programmer – JOGO

Jul 2024 – Mar 2025 | Remote | UEFN, Verse

  • Designed and implemented a full bounty system with XP rewards, Heat Meter UI, and lobby VFX integration for “The Pit of Legends” (20K+ players)

  • Led development of Calling Cards with 500+ collectibles; collaborated with artists and designers to deliver scalable, personalized player identity

  • Built modular minigame system for “Fortnut 2.0,” enabling custom rulesets and modifiers—quadrupled concurrency (90 → 2K avg)

  • Developed in-game voting UI, dev tools, and debugging utilities for round control and QA

  • Acted as solo programmer on Fortnut 2.0; delivered tools praised by designers for modularity and iteration speed

Software Engineer – Age of Learning

Jul 2019 – Feb 2024 | Glendale, CA | Unity, C#

  • Spearheaded scalable Book Player system with narration, auto-highlighting, and assessments—shipped 60+ books for early readers

  • Co-developed curriculum-authoring pipeline used by non-dev teams, trained artists and specialists on tool usage

  • Led asset optimization and addressable integration—reduced load times and enabled high-res content delivery

  • Built a Unity2D scaling system for 4 math games: boosted game creation speed ~70% and standardized art asset usage

  • Created reusable audio-animation sync tool for NPC feedback; taught Unity crash courses to cross-discipline staff

Unity Developer – Fast Effect

2018 – 2019 | Michigan | Unity, C#, AR/VR, UGUI, Vuforia

  • Delivered custom Unity applications for enterprise clients (Mahindra, Denso, AAM, RAM) with fast turnarounds (≤3 months), leading full-stack development across AR/VR platforms

  • Built an AR configurator for Mahindra’s ROXOR Jeep using Vuforia, custom UI, and real-time texture/feature toggling—optimized for iPad 2 performance

  • Developed VR showroom simulations with navigation, interactive machinery, and immersive media (e.g., AAM Garage, Erebus AR Booklet, Denso city/assembly minigames)

  • Engineered large-scale AR exhibits (e.g., RAM ProMaster and Denso booths at NAIAS) including real-time greenscreen compositing and spectator display systems

  • Spearheaded internal tech demos integrating Cinemachine, VR/Non-VR toggling, and modular video playback with asset bundling and frame-time optimization

Education

BFA – Interactive Media & Game Design

International Academy of Design & Technology – Troy, MI
Graduated: 2014

  • Built a multiplayer shooter in UDK as part of advanced coursework, defying scope expectations and leading peer collaboration

  • Published Candy Dash, a Unity-based infinite runner for mobile, developed independently during class

  • Mentored students across disciplines and was recognized as a top peer resource in Unity, Photoshop, and 3ds Max

  • Participated in multiple off-site game jams (Michigan State, Lawrence Tech); games published on Global Game Jam

  • Capstone: partnered with a Ubisoft environment artist mentor to deepen modeling/texturing workflows with industry feedback

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