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.
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
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Designed and implemented a full bounty system with XP rewards, Heat Meter UI, and lobby VFX integration for “The Pit of Legends” (20K+ players)
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Led development of Calling Cards with 500+ collectibles; collaborated with artists and designers to deliver scalable, personalized player identity
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Built modular minigame system for “Fortnut 2.0,” enabling custom rulesets and modifiers—quadrupled concurrency (90 → 2K avg)
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Developed in-game voting UI, dev tools, and debugging utilities for round control and QA
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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#
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Spearheaded scalable Book Player system with narration, auto-highlighting, and assessments—shipped 60+ books for early readers
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Co-developed curriculum-authoring pipeline used by non-dev teams, trained artists and specialists on tool usage
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Led asset optimization and addressable integration—reduced load times and enabled high-res content delivery
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Built a Unity2D scaling system for 4 math games: boosted game creation speed ~70% and standardized art asset usage
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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
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Delivered custom Unity applications for enterprise clients (Mahindra, Denso, AAM, RAM) with fast turnarounds (≤3 months), leading full-stack development across AR/VR platforms
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Built an AR configurator for Mahindra’s ROXOR Jeep using Vuforia, custom UI, and real-time texture/feature toggling—optimized for iPad 2 performance
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Developed VR showroom simulations with navigation, interactive machinery, and immersive media (e.g., AAM Garage, Erebus AR Booklet, Denso city/assembly minigames)
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Engineered large-scale AR exhibits (e.g., RAM ProMaster and Denso booths at NAIAS) including real-time greenscreen compositing and spectator display systems
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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
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Built a multiplayer shooter in UDK as part of advanced coursework, defying scope expectations and leading peer collaboration
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Published Candy Dash, a Unity-based infinite runner for mobile, developed independently during class
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Mentored students across disciplines and was recognized as a top peer resource in Unity, Photoshop, and 3ds Max
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Participated in multiple off-site game jams (Michigan State, Lawrence Tech); games published on Global Game Jam
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Capstone: partnered with a Ubisoft environment artist mentor to deepen modeling/texturing workflows with industry feedback