Game development: shipped titles, engines, and original games

I have been shipping games since 2006: Halo Infinite gameplay at 343 Industries, NBA 2K22 at Visual Concepts, seven Nintendo DS, DSi, and Game Boy Advance titles (six detailed below, one of them an Independent Games Festival Mobile award winner), and a proprietary cross‑platform C++ engine that powers my own games. Two of those games are live on the web right now, linked below, so you can play something I built before we ever talk.

Shipped titles

Engine work

Since 2010 I have architected and maintained a proprietary cross‑platform C++ game engine at NJLIGames, my own studio. It targets Windows, Linux, macOS, iOS, and Android and has powered more than ten original games and VR experiences. That work covers the full stack an engine programmer owns: rendering with OpenGL ES and shaders, 3D math and physics integration, memory management, multithreading, asset pipelines, and the build systems (CMake, CI) that keep five platforms shipping from one codebase. The engine and its platform variants are public at github.com/njligames.

Play something I built

Both of these are my own original games, designed, engineered, and operated solo. No account, no install, free.

NJLIGames has also built games under contract: Yappy Birds for Navitude and the ELIA Typing Challenge, an accessibility typing game for ELIA Life's tactile ELIA Frames alphabet. Those titles and my own BlasterBots have since left the app stores, but the BlasterBots and Yappy Birds source history lives on GitHub.

What I bring to a game project

Verify these credits

Talk games with me

I take on a small number of consulting engagements through NJLIGames Ltd, and I am always glad to compare notes with teams building games, engines, or real‑time systems. Based in Mount Sinai, New York, working with teams everywhere.