<aside> <img src="/icons/home_gray.svg" alt="/icons/home_gray.svg" width="40px" /> Home
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<aside> <img src="/icons/user-circle-filled_gray.svg" alt="/icons/user-circle-filled_gray.svg" width="40px" /> About
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<aside> <img src="/icons/document_gray.svg" alt="/icons/document_gray.svg" width="40px" /> Resume
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<aside> <img src="/icons/news_gray.svg" alt="/icons/news_gray.svg" width="40px" /> Blog
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Downloadable PDF version
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Email: [email protected]
Address: Las Vegas, Nevada, USA
Website: www.jazminechargualaf.com
<aside> <img src="/icons/bookmark_gray.svg" alt="/icons/bookmark_gray.svg" width="40px" /> Iām a Game Developer and Software Engineer with experience in Unreal Engine, Unity, C++, and C#. I focus on creating reusable, team-friendly systems that bring creative ideas to life and make the process more efficient for everyone involved.
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<aside> <img src="/icons/graduate_gray.svg" alt="/icons/graduate_gray.svg" width="40px" /> Bachelor of Science, Game Development, Full Sail University (March 2025)
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UI Programmer ā Broken Pixel Studios (Mar 2025 - Apr 2025)
- Took over full UI redesign and implementation of scalable UI architecture using UMG, Blueprints, and C++, establishing technical foundation
- Designed and programmed a custom, togglable TimeCycle system that dynamically adjusts sun and moon positions, affecting lighting and atmosphere
- Rigged and weight-painted character assets in Blender, ensuring animation-ready exports to Unreal Engine
Systems Programmer ā FrogBoots (Student Team) (Jan 2025)
- Designed and implemented a reusable Actor Component-based inventory system using Data Tables, enabling flexibility across players, containers, and world objects
- Developed a data-driven crafting system with dynamic recipe validation and real-time inventory checks
- Refined item pickup class to ensure accurate physics simulations and collision detection, enabling the smooth creation of new interactable items
UI Programmer ā Regal Krakens (Student Team) (July 2023 - August 2023)
- Developed and implemented the UI system, including menus, HUD, and interactive elements using Unity UI and C#, enhancing player navigation and experience
- Created dynamic lighting setups to enhance gameplay immersion and set the tone for each puzzle, balancing aesthetics and functionality
- Integrated environmental and dynamic audio cues to reinforce gameplay immersion and provide sound feedback for puzzle-solving
Moonlit Alchemy (2025 - Present)
- Developing all gameplay, systems, UI, and tools solo
- Created a spline-based camera system inspired by Into the Dead: Our Darkest Days
- Focused on creating cazy, satisfying gameplay with a stylized visual identity
Asteroids (May 2025)
- Built a simple arcade-style shooter in Python using Pygame
- Implemented asteroid spawning, movement, and collision detection
- Developed core gameplay loop with responsive controls and a lose condition
BookBot (April 2025)
- Developed a command-line tool that analyzes text files and displays word count and character statistics
- Implemented file I/O operations in Python
- Used Git for version control
Neon Exodus (October 2024)
- Completed a playable vertical slice solo during one month time constraint
- Created stylized shaders for outlines, dissolve effects, and atmospheric post-processing to enhance visual identity
- Developed player movement, hacking mechanic, and enemy AI using NavMesh