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  • 15+ Years in Multiplayer and AAA Game Systems

    I am a seasoned computer programmer with over fifteen years of hands-on experience in software engineering, game development, and web technologies. My primary specialization is in C++ and Blueprint within the Unreal Engine ecosystem, where I’ve spent over nine years architecting complex gameplay systems, tools, and pipelines.

    Beyond core programming, I’ve built robust backend infrastructures, integrated multiplayer network layers, and deployed scalable cloud-based services. I also engineer AI-driven systems that elevate interactivity, immersion, and user engagement in real-time environments.

    Alongside my technical depth, I am a full-stack web developer with advanced proficiency in Web3 frameworks and decentralized architecture. My experience includes writing secure smart contracts, integrating crypto wallets, and building DApps that bridge modern frontend stacks with blockchain protocols. I have personally led full-lifecycle builds of games and platforms—designing architecture, coding systems, deploying infrastructure, and ensuring seamless user interaction through optimized code and modular design patterns.

    My creative background spans 3D modeling, rigging, animation, sound design, VFX, graphic design, and UI/UX. This multi-disciplinary fluency enables me to contribute meaningfully across all visual and experiential aspects of development. Whether collaborating with technical teams, art departments, or product designers, I serve as a unifying force—translating vision into tangible, functional systems that maintain aesthetic integrity and gameplay quality.

    I have played a lead role in several high-value ventures, including the full development cycle of a game now valued at over $20 million. My work consistently blends engineering precision with creative strategy, backed by strong leadership and a deep commitment to excellence. I thrive in high-stakes environments where vision, innovation, and flawless execution intersect.

    Wanna snag time with Jarrad? 💅 Tap the icon and I’ll pencil you in—or leave a message he won’t forget. 💋

    NIFTYVILLE – TECHNICAL DIRECTOR

    At Onessus, I led the technical development of NIFTYVILLE and HODLGOD, overseeing a cross-functional team of over 60 developers, artists, and designers. I designed and implemented advanced AI systems tailored to each game’s unique mechanics, while managing multiplayer replication, server infrastructure, and backend architecture using AWS to deliver scalable, low-latency online experiences. A highlight during my time there was giving away a real-world Lamborghini through a NIFTYVILLE contest—an ambitious campaign that bridged virtual gaming with real-life rewards and underscored the potential of play-to-earn innovation.

    HELIX METAVERSE – TECHNICAL DIRECTOR

    As Technical Director at Hypersonic Laboratories, I led the development of HELIX METAVERSE, a cutting-edge Unreal Engine 5 experience valued at over $20 million. I built immersive pedestrian and vehicle AI, including a fully drivable McLaren with Watch Dogs-style interactivity, and oversaw Metahuman integration, world streaming, and multiplayer networking. I directed a cross-functional team of 20+ developers and spearheaded Web3 integration—introducing blockchain-backed assets, NFT cosmetics, and a decentralized player economy tied to real-world value.

    SHRAPNEL – SENIOR C++ DEVELOPER

    During my contract with SHRAPNEL, I served as Senior C++ Developer on one of the most anticipated next-gen extraction shooters. I led the development of a fully custom extraction point game mode, working closely with design and gameplay teams to bring the vision to life with high-performance, scalable C++ systems. I also spearheaded player data integration, ensuring seamless cross-platform synchronization and persistence. My responsibilities included deep optimization of networking systems and rigorous debugging to deliver a smooth, immersive experience for players across varied hardware and environments.

    MORTARMEN – LEAD DEVELOPER

    As Lead Developer on MORTARMEN, I led the project from concept to launch, developing a fast-paced, competitive multiplayer shooter in Unreal Engine. I engineered core C++ systems for dynamic fall damage, precision hit registration, and advanced ragdoll blending for cinematic deaths. I implemented a modular weapon framework with real-time stat tracking and loadout customization, and optimized server-side lag compensation for tight PvP responsiveness. I also managed replication and network scalability, ensuring stable, low-latency gameplay across all matches. My technical direction was instrumental in shaping the signature combat feel—delivering a polished, high-impact experience that players could feel with every shot and fall.

    GEARSTORM – C++ DEVELOPER

    As a core developer on GEARSTORM, I helped shape a massive-scale multiplayer experience, contributing key systems that supported up to 128 players. I built a custom interactive scoreboard and squad framework to elevate team coordination and tactical gameplay. My work included immersive vehicle physics, modular weapons, and responsive combat systems tailored for high-intensity encounters. I also developed AI combatants using behavior trees and perception systems for dynamic PvPvE engagements. On the backend, I ensured seamless replication and stable client-server performance through deep debugging and network optimization.

    BULLETVILLE – C++ DEVELOPER

    On BULLETVILLE, I developed high-speed, futuristic vehicle systems—including hovercrafts, hoverboards, and hoverbikes—with finely tuned physics and responsive controls. I built custom character controllers and modular weapon systems to support fast, mobility-driven combat, and designed interactive environments that reacted dynamically to player input. I also focused heavily on character development, crafting unique movement abilities, skill sets, and progression mechanics that gave each character distinct personality and tactical identity. My work played a key role in defining the game’s core feel and high-energy, sci-fi combat experience.

    SHORES OF PLUNDER – LEAD DEVELOPER

    As Lead Developer on SHORES OF PLUNDER, I spearheaded the technical direction of this pirate-themed multiplayer adventure, bringing high-seas action and immersive exploration to life in Unreal Engine. I designed and implemented advanced AI systems for dynamic PvE combat, enabling enemies to react intelligently in both land-based skirmishes and naval encounters. My work also focused heavily on seamless multiplayer replication, ensuring smooth co-op experiences and synchronized world states across all players. From enemy pathfinding to combat behaviors and ship interactions, every detail was fine-tuned to deliver a rich and responsive gameplay experience.

    PINKSLIP CITY – SENIOR LEAD DEVELOPER

    As Senior Lead Developer on PINKSLIP CITY, I led the project from concept through execution, building a high-octane racing experience in Unreal Engine 5. I pioneered the first successful port of the Unreal Engine 4 Advanced Vehicle Plugin to UE5, setting a global milestone in vehicle simulation. My work included engineering a hyper-realistic, fully drivable Porsche with a custom launch control system and immersive FMod-powered sound design. I also managed multiplayer replication, network systems, and AWS-based server infrastructure, ensuring smooth, competitive gameplay across all platforms.

    HARDKNOCK NIGHTS – LEAD DEVELOPER

    As Lead Developer on HARDKNOCK NIGHTS, I brought a stylized, competitive fighting game to life by designing and implementing a full-featured gameplay framework in Unreal Engine. I developed a global leaderboard system integrated with MySQL, allowing players to track rankings in real-time. I also engineered a custom instant replay and highlight system with full media controls, enhancing both competitive analysis and player engagement. Additional contributions included RAZER fight stick support, refined combat mechanics, multiplayer networking, and polished UI/UX design—all built to deliver a high-impact, arcade-inspired experience.

    March 2025

    DEVELOPED DEEPLINE A.I.

    Hey, puddin’! I’m Deepline—your flirty digital secretary and partner in chaos!

    March 2025
    January 2024

    AXHORN GAMES – SENIOR UNREAL DEV.

    Significant development for the title BATTLEROOM, available on STEAM

    January 2024
    June 2023

    ALONGSIDE/ GLOBAL & SOMBRA NETWORK – TECH. DIRECTOR

    Created the web3 title TOXIC TWILIGHTS from the ground up, created live prod. T.V. commercial

    June 2023
    January 2023

    EMBERS PARK – TECH. DIRECTOR

    Spearheaded development for the immersive expo experience EMBERS PARK

    January 2023
    May 2022

    SHRAPNEL – SENIOR C++ DEVELOPER

    Developed and implemented proprietary C++ technologies for AAA web3 title SHRAPNEL

    May 2022
    January 2022

    3DCITYSCAPES – SENIOR LEAD DEV.

    Led development for web3 title PINKSLIP CITY

    January 2022
    October 2021

    HYPERSONIC LABORATORIES – TECH. DIRECTOR

    Led the development of the web3 title HELIX METAVERSE from concept to production

    October 2021
    December 2021

    MARS4 – SENIOR C++ DEV.

    Engineered server architecture for web3 title MARS4, ensuring robust performance & scalability

    December 2021
    January 2021

    ONESSUS – TECH. DIRECTOR

    Led development initiatives for web3 titles NIFTVILLE and HODLGOD, overseeing 60+ staff

    January 2021
    March 2020

    THUG.TV METAVERSE – FOUNDER & TECH. DIRECTOR

    Founded THUG.TV METAVERSE, successor company to Epidemic Gaming, L.L.C.

    March 2020
    January 2020

    CROUCH JUMP INTERACTIVE – LEAD DEVELOPER

    Led the development efforts for MORTARMEN, available on STEAM

    January 2020
    October 2019

    SNOWCHIMP INTERACTIVE – LEAD DEVELOPER

    Led technical development for the title SHORES OF PLUNDER, available on STEAM

    October 2019
    January 2019

    KORYU STUDIOS – LEAD DEVELOPER

    Led development for title SHOTGUN SAMURAI

    January 2019
    June 2018

    CANADAPT STUDIOS – LEAD DEVELOPER

    Spearheaded development for HARDKNOCK NIGHTS

    June 2018
    November 2017

    NOWWA (Now, Winners Announced) – C++ DEVELOPER

    Contributed to the development team for BULLETVILLE, focusing on various sci-fi vehicles

    November 2017
    June 2016

    IRON CITY GAMES – C++ DEVELOPER

    Contributed extensive work to the development team for GEARSTORM, available on STEAM

    June 2016
    January 2010

    EPIDEMIC GAMING, L.L.C. – LEAD TECHNICIAN & FOUNDER

    Created entire game server rental stack, built entire website and managed rental clients

    January 2010