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// Game  Programmer



Hi there! I program games for a living and I am deeply passionate about it too! I'm available to develop games in Unreal Engine 4 and Unity. Contacting me is easy!

Just email me at adamweesner.dev@gmail.com and I'll be glad to assist you in your project.


I love creating clean, modular code that is easy to read and modify. I understand the need for an adaptable architecture that is open to rapid shifts in design.


I am familiar with a diverse array of programming fields, including gameplay, tools, UI, and network programming.


I am comfortable working along side others in a fast-paced, collaborative environment, from small to large-scale projects.



One Hand Clapping

Games For Love

// Game Engineer

One Hand Clapping Logo.jpg
all modern platforms

A 2D platformer that invites you to sing into your microphone to solve musical puzzles and discover the power of your voice as it changes the world.

My Contributions

  • Responsible for adding support and maintenance for the PS4, Xbox One, Nintendo Switch, Android, and IOS releases.

  • Developed logic for platform-specific features, such as achievements, touch controls, mic support, haptic feedback, saving/loading, and cloud storage.

  • Actively worked on improving/tuning performance for each platform.

  • Managed the meta-data for each platform, ensuring the correct images/IDs/settings/descriptions were in place before release.

  • Maintained and fixed issues relating to mobile UI elements.

  • Debugged by utilizing test cases and writing clear documentation, isolating the issues.

Neko Ghost, Jump!

Burgos Games

// Gameplay Programmer

Neko Ghost Jump Logo.jpg
all modern platforms

A puzzle-platformer where you not only switch between 2D & 3D camera perspectives but also between your physical & ghost forms to solve puzzles, combat enemies, and clear levels faster.

My Contributions

  • Developed enemy, trap, and boss AI using UE4's behavior tree and blackboard tools.

  • Implemented logic for various types of enemy attacks, such as ranged/projectiles, melee, AOE, & special attacks.

  • Implemented custom enemy in-air path traversal to navigate around obstacles while flying.

  • Built support for 3D/2D perspectives while building logic for all mechanics/enemies.

  • Maintained and fixed issues relating to UI elements (widgets in UE4).

  • Debugged by utilizing extensive test cases and writing clearly documenting, isolating the issues.

Fantasy dARts

Games For Love

// Team Lead / Technical Producer


An AR capable mobile dart throwing game. A casual competitive game where you can earn points and see who is the best at Darts! Battle against other players locally or online and put your Skillz to the test! Made for the Skillz 2020 Kickoff Challenge.

My Contributions

  • Lead a team of 14 people to release a game within a month.

  • Successfully integrated the Skillz SDK for networking capabilities.

  • Provided and communicated effectively the vision for each gameplay mechanic, as well as the art and audio assets.

  • Followed Scrum methodology as the Scrum Master. Hosted daily Scrum meetings.

  • Wrote and revised the Game Design Document, Technical Design Document, and storyboards.

  • Created and maintained issue tracking and project management with Jira.

Qore Engine


// Software Engineer


The Qore Engine is a 2D game engine built using C++ and Lua, with the SDL and GLM libraries.

My Contributions

  • Built the architecture of a 2D game engine from the ground up.

  • Used Lua for embedded scripting and configuration.

  • Utilized SDL library to handle graphics, sound, and hardware input.

  • Wrote a game loop that involves initializing entities into the game world, handling update cycles with a fixed time step, and rendering visual & auditory elements.

  • Created a component-based system that allows for attachable modules such as sprite, transform, collider, sound, text, and emitter components.

Blame the Intern


// Developer


Play a lonely intern who's tasked with breaking into the boss's office. Crack passwords, find secrets, uncover company conspiracies, and learn about the lives of the world you find yourself in.

My Contributions

  • Designed and simulated an operating system within the game.

  • Coded seamless transitioning from 3D first-person gameplay to 2D interaction.

  • Developed interactable objects that can be picked up, examined, and put away.

  • Wrote and integrated the story using storyboards.

  • Wrote and produced the soundtrack

Channel Surfing

Games For Love

// Tools Programmer


An upcoming experimental virtual reality game enabling the player to "channel surf" to alternate dimensions. Every level in Channel Surfing will be known as a channel. Each channel is a self-contained experience that the player can enter and exit as they desire.

My Contributions

  • Lead a squad of 4 people responsible for tools and integrations between all squads and channels.

  • Created tools, plugins, and smaller scripts to help designers, artists, and other programmers in their work on the core game.

  • Wrote and managed the technical design document and document that listed tools our squad provided to the rest of the team.

  • Managed, coordinated, and hosted meetings with multiple squads in how best to unify everyone's work into one coherent product.

  • Helped in debugging issues within code by utilizing unit/integration tests (via Unity's Test Runner & profiler).