Hard
Skills
Physics

I’ve worked with physics for over 18 years, across four different engines, in both 2D and 3D. Many of the games I’ve shipped rely on physics gameplay, and over time I’ve developed a strong feel for building simulations that are both stable and performant.

I see physics as dynamic animation. It lives on a spectrum, from arcade-like responsiveness to full simulation. I’m good at picking the right spot for a feature and shaping the behavior accordingly. I often ask myself: should this be solved with physics, animation, or a mix of both? I blend both tools to get the experience I want to reach.

I enjoy using everything a physics engine has to offer, but I’m just as comfortable going beyond it—building custom joints, ropes, or collision behavior when the built-in tools don’t quite fit.

Key
‍Examples

CtR 3 | Custom Pull Rope Joint

Box2D didn’t support the joint type I needed for a rope-pulling mechanic, so I built my own. It gave me full control, especially when the character was connected to a moving body. I went for an arcadey response over realism, matching what the player expects rather than what would physically happen.

Momonga | Custom Flipper Collision

The physics engine didn’t handle collisions between the ball and rotating flipper correctly. I replaced it with manual calculations. Choosing an arcadey response over realism to give the player more control and fit the tone of the game.