Gameplay and combat systems
Contract work on abilities, bosses, enemy encounters, and the animation-system integration that makes them readable in-engine.
Atlanta, Georgia
Independent Georgia studio. Gameplay and combat systems, and applied AI for real-time 3D and interactive products.
Two lanes
Contract work on abilities, bosses, enemy encounters, and the animation-system integration that makes them readable in-engine.
Generated content and balance data that survives review, or typed runtime contracts that hold in-engine. Games, avatars, simulation, AR. Contract or full-time.
Shipped
AI Traders, multi-agent orchestration with typed MCP tool boundaries, structured outputs, and fail-closed execution validated by a safety suite.
Real-time 3D integration demo. Text intent, typed MotionExport, Unreal montage playback, fail-closed (catalog routing, not motion generation).
QLoRA fine-tuning, published LoRA adapter for Llama 3.2 3B on Hugging Face.
Contact
Hiring managers, contract leads, and recruiters working either lane. Write directly.