Game development: shipped titles, engines, and original games

I've been shipping games since 2006. That includes Halo Infinite gameplay at 343 Industries, NBA 2K22 at Visual Concepts, and seven Nintendo DS, DSi, and Game Boy Advance titles, one of which won an Independent Games Festival Mobile award. I also wrote the cross‑platform C++ engine behind my own games. Two of those games are live on the web below, so you can play something I built before we talk.

Shipped titles

Engine work

Since 2010 I've designed and maintained my own cross‑platform C++ game engine at NJLIGames, my studio. It runs on Windows, Linux, macOS, iOS, and Android, and more than ten original games and VR experiences have shipped on it. When you own an engine you own all of it: OpenGL ES rendering and shaders, 3D math, physics integration, memory management, multithreading, asset pipelines, and the CMake and CI setup that keeps five platforms building 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 games. I designed, built, and run them by myself. They're free, with no account and no install.

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 and my own BlasterBots are no longer in the app stores, but the BlasterBots and Yappy Birds source history is still on GitHub.

What I bring to a game project

Verify these credits

Talk games with me

I take a small number of consulting projects through NJLIGames Ltd, and I'm happy to compare notes with anyone building games, engines, or real‑time systems. I'm in Mount Sinai, New York, and I work with teams anywhere.