
Karateka (Remaster Study)
Tech: C#, Unity Timeline/Anim, Aseprite
Recreating classic timing, rotoscoped feel, and hit-stop. Built a state machine with buffered inputs and frame-accurate windows.
Hello, World
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My name is Nathan. Welcome to my portfolio website. On it, I will tell you about my background and experience.
Thank you for stopping by and enjoy!
I am a software developer who loves to code! I fell in love with coding playing games, and wanting to get to know what was going on behind the scenes.
I am a graduate of The Tech Academy’s Software Developer Boot Camp, and trained and experienced in the following web and programming languages: HTML, CSS, JavaScript, SQL, C#, C++, and Unity. My experience with C++ and Unity has allowed me to build performant, interactive applications, including game development projects like Nuclear Control, where I leveraged Unity’s engine and C++ for optimized systems and gameplay mechanics.
I am a full-stack developer and would love to work with you on your project. Contact me below!
A systems-driven simulation inspired by real-world nuclear operations.
Monitor reactor status, reroute energy, and survive failure scenarios as a lone technician left behind.
Systems Used: C#, Unity, Aseprite
Tech: C#, Unity Timeline/Anim, Aseprite
Recreating classic timing, rotoscoped feel, and hit-stop. Built a state machine with buffered inputs and frame-accurate windows.
Tech: UE 5.6 Blueprints, Chaos, AI Nav
Checkpoint system, lap timer, collectible logic, and AI cars that can “steal” pickups. Includes GameMode win/lose with HUD.
• Added a functioning UI readout for reactor core temperature
• Implemented power routing minigame using Unity UI
• Researching real meltdown scenarios for better accuracy
• Adjusted setting to take place on Uranus, floating refinery