Coursework
Certifications from project-based courses in Unity (C#), C++, and Unreal Engine. Each one was completed in full and is verifiable through the issuer, and every card links to its public verification page. The work runs across the systems I build with: gameplay programming, finite-state-machine and behaviour-tree AI, melee combat, physics, and procedural generation, over 103.5 hours of hands-on projects.
- 4 Courses
- 103.5 Hours
- 2 Engines
- C# / C++ Languages
Unity & C#
Complete C# Unity Game Developer 3D
GameDev.tv · Rick Davidson, Stephen Hubbard
A project-based path through 3D Unity development, building several complete games from a physics-driven rocket to a tower-defence game.
Covered
- Clean, component-based C# on the MonoBehaviour model, with decoupled, reusable gameplay scripts
- Rigidbody physics and a thrust and rotation flight controller with collision and trigger handling
- On-rails shooter built with Cinemachine dolly tracks, wave spawning, and particle combat feedback
- Tower-defence pathfinding using a breadth-first search over a waypoint grid, with coroutine-driven spawns
- ScriptableObject configs for data-driven enemy and level tuning in the Inspector
- Audio, scene management, and full menu, win, and lose game-state flow, then building and deploying
Unity Procedural Generation: Build Infinite Game Levels
GameDev.tv · Barbara Reichart
Algorithmic level building - generating levels and endless worlds from code instead of hand-placing every piece.
Covered
- Seeded random number generation for reproducible, designer-friendly procedural results
- 2D grid and array-based map representation
- Maze and dungeon generation algorithms that carve connected, walkable layouts
- Runtime prefab instantiation and tiling to assemble levels on the fly
- Object pooling to recycle chunks for endless levels without per-frame instantiation spikes
- Endless-runner style level streaming and visual theming
C++ & Unreal Engine
Learn C++ for Game Development
Druid Mechanics · Stephen Ulibarri
Core C++ from the ground up - the language foundation for engine-level and Unreal work.
Covered
- Core C++ language foundation: types, control flow, scope, and clean function design
- Functions, scope, and passing by value versus by reference
- Pointers, references, and manual memory management (stack vs heap, dynamic allocation)
- Object-oriented programming: classes, constructors and destructors, and encapsulation
- Inheritance and polymorphism with virtual functions
- Structs, enums, and Standard Template Library (STL) containers
Unreal Engine 5 C++: The Ultimate Game Developer Course
Druid Mechanics · Stephen Ulibarri
A 53-hour deep dive building gameplay in C++, from a top-down tank game up to a third-person action-RPG slice.
Covered
- C++ gameplay classes in Unreal: Actors, Pawns, and Characters with mesh, capsule, and camera components
- Enhanced Input, character movement, and animation Blueprints driven by montages
- Melee combat: weapon equipping, collision and overlap hit detection, and a health and attribute system
- Enemy AI with AIController and Behaviour Trees: patrol, chase, and attack states driven by pawn perception
- Interfaces to decouple systems (hit reactions, pickups), plus items and a soul and treasure economy
- UMG HUD widgets bound to gameplay state, and C++ to Blueprint interop
- Niagara effects and destructible objects via the Chaos system