I'm a gameplay and systems programmer with 3 years of game dev and 50+ prototypes behind me. I've released a Unity RPG that players keep calling Steam-worthy, shipped a Godot Wild Jam game with a team, and I'm currently porting a 2001 N64 RPG to native PC. Most of what I make, I make end to end: the mechanic, the sprite and the level it lives in.
I also build engines. I wrote a Vulkan renderer in C++ from scratch, so I know what happens under the hood. When a game stutters or a system misbehaves deep down, whether it’s in Godot, Unity, Unreal or a custom engine, I can dig in and find out why. Games have been my thing since childhood. I'm a dad, a programmer, and someone who still gets excited every time a mechanic clicks into place. I'm looking for a small studio or team doing work worth caring about.
Certifications: ASTQB / ATSQA Certified Tester
Mechanics, cameras, combat, UI flow and enemy behavior, built and hooked up in-engine so they're playable, not just coded.
Triage, reproduce and fix. Good timing before a demo, a Next Fest or a launch, when your own hours are worth the most.
Editor tools, pipeline scripts, and C++ GDExtensions for the parts of a Godot game that need more speed, and profiler-driven fixes in Unity with the Jobs System and Burst. Unity-to-Godot porting help, too.
Pixel art, low-poly concept and placeholder models, and level layout, so a feature is playable and testable without waiting on three people.
Got a bug backlog, a feature that needs finishing, or a tool you wish existed? Send me a line about your project. I reply within a day.
Download my resumeNY
Eastern Time
Remote only
jerichoblack
+1 315-592-1903