GAME PROGRAMMER · BURLINGTON, ONTARIO

Building the systems
behind great games.

I'm Brandon, a game programmer focused on gameplay systems, modular architecture, and bringing interactive ideas to life with Unreal Engine and Unity.

01 UNREAL ENGINE02 UNITY03 C++ / C#
Brandon Marshall Game Programmer logo
GAMEPLAY · SYSTEMS · ENGINEERING
SCROLL TO EXPLOREPORTFOLIO / 2026
SELECTED WORK / 01

Projects & prototypes.

A selection of projects where I've worked on gameplay, tools, and the systems that connect them.

01 / UNREAL ENGINE2.5D ACTION · GAMEPLAY SYSTEMS
TECHNICAL DIRECTOR · TEAM PROJECT

Neon Steel

A 2.5D action beat 'em up set in a neon dystopia. Led technical direction and helped build gameplay systems across a 17-person multidisciplinary team.

  • Unreal Engine 5
  • Blueprints
  • C++
  • Git
02 / UNITYUNITY · ROLE-PLAYING GAME
GAMEPLAY PROGRAMMING

2D RPG

A Unity 2D role-playing game that began as a course project and grew into a larger passion project, with a focus on multi-scene gameplay and persistent game data.

  • Unity
  • C#
  • 2D RPG
  • Data Persistence
03 / UNITYHOUSE ON THE HILL · CAPSTONE
GAME DEVELOPMENT ADVANCED PROGRAMMING · CAPSTONE

House on the Hill

A collaborative capstone project focused on environmental gameplay, puzzle interactions, and building a cohesive player experience in Unity.

  • Unity
  • C#
  • ProBuilder
  • Dialogue System
UNDER CONSTRUCTION · WORK IN PROGRESS · IN ACTIVE DEVELOPMENT · UNDER CONSTRUCTION · WORK IN PROGRESS
WORK IN PROGRESS
CO-OP VOXEL
BUILD STATUS // CHUNK MESH & MIRROR NET
UNDER CONSTRUCTION · WORK IN PROGRESS · IN ACTIVE DEVELOPMENT · UNDER CONSTRUCTION · WORK IN PROGRESS
04 / UNITYFIRST-PERSON · SYSTEM-DRIVEN PROTOTYPE
IN DEVELOPMENT · PROTOTYPE

Co-op Voxel Sandbox

A system-driven first-person voxel prototype exploring chunk-based terrain, procedural world generation, and multiplayer foundations.

  • Unity 6
  • C#
  • Voxel Meshes
  • Mirror
UNDER CONSTRUCTION · WORK IN PROGRESS · IN ACTIVE DEVELOPMENT · UNDER CONSTRUCTION · WORK IN PROGRESS
WORK IN PROGRESS
GAMEPLAY ABILITY
BUILD STATUS // UE5 C++ GAS ARCHITECTURE
UNDER CONSTRUCTION · WORK IN PROGRESS · IN ACTIVE DEVELOPMENT · UNDER CONSTRUCTION · WORK IN PROGRESS
05 / UNREAL ENGINEGAS · C++ · BLUEPRINTS
CURRENTLY IN DEVELOPMENT · LEARNING PROJECT

Gameplay Ability System

An Unreal Engine project currently being developed while working through Stephen Ulibarri's Gameplay Ability System Crash Course, exploring modular abilities, attributes, effects, tags, and multiplayer-ready gameplay architecture.

  • Unreal Engine 5
  • GAS
  • C++
  • Blueprints
Course reference ↗
WHAT I BRING / 02

Tools of the trade.

From gameplay logic to team workflows, I enjoy building clear, maintainable systems.

01

Programming

C++, C#, JavaScript, JSON, XML

02

Game Engines

Unreal Engine 5, Unity, Blueprints, Gameplay Framework

03

Gameplay Systems

Modular architecture, AI, combat, input, interaction, UI, pooling

04

Tools & Workflow

Git, GitHub, Visual Studio, Rider, Jira, Trello, FMOD

A LITTLE ABOUT ME / 03

Curious by nature.
Builder by choice.

I'm a Burlington-based game programmer with a background spanning computer programming and game development. I enjoy understanding how systems fit together, solving technical problems, and turning design goals into reliable gameplay.

My approach is grounded in modularity, readable code, collaboration, and a willingness to dig into the details. I value engineering decisions that make a project easier for the whole team to build on.

HAVE A PROJECT IN MIND? / 04

Let's make
something great.

Open to game programming opportunities, collaborative projects, and conversations with other developers.