Carl Cortez
Independent Game Developer
Hi, I mainly program games. I do other things related to game development as well.
Hi, I mainly program games. I do other things related to game development as well.
I played my first video game, Command & Conquer: Zero Hour, very early on in my childhood. I fell in love with gaming ever since. I started my first stunt with programming with Visual Basic at 11 years old. I am now studying for a degree for Game Programming in University of Advancing Technology.
I developed Witches' Hand which is found on Steam. I was working on Knossium, but as the first big project I've worked on. The code be way better and more performant. I now am working to figure out what kind of game I should develop next.
1. Implement multiple completed games, including 3D games, using common tools, languages and software for web, console, PC or mobile platforms.
My first published game on Steam. Uses Godot Engine the Godot Engine. A multiplayer game using Steam's backend for multiplayer.
A small Unreal Engine 5 project. Where I had the player control a plane and navigate an asteroid field.
A simple tank game developed in Unity. Features include player movement, shooting mechanics, procedural generation, and basic AI for enemy tanks.
2. Design, develop and implement the architecture and infrastructure needed to support a complete game project.
This in development game uses Github Project to create timelines and the current sprint's progress. Uses Steam's API for the exclusive features. DigitalOcean as our VPS to host dedicated servers.
Creation of a game design document, Kanban board, and prototypes. As well as finding the correct game engine.
3. Implement and analyze fundamental data structures and algorithms associated with game applications supporting gameplay mechanics.
A roguelite turn-based strategy game. Where the enemy and the player takes turns using AOEs. Where I had to implement a complex AI system to selectively move the AOE to the effective decision. While also creating an algorithm that creates the perfect difficulty for the player in consideration with other variables like areas.
Developed for my Student Innovation Project. This is a project to assist designers to create a more fine-tuned targeting system. Allowing them to mess with it without delving into the code. It also allows interesting dynamic interactions.
4. Use software development processes to analyze a project problem and to design, build and test a corresponding software solution.
In this multiplayer game, leaving in the middle of the game would just break the game. So I had to implement countermeasures for both roles if either was to leave mid game.
I held frequent playtests to gather feedback and develop solutions to their concerns. To increase QOL such having the AOE color coded if its friendly or not, an automatic placement feature for the player, and the tutorial.
5. Demonstrate development skills using multiple programming languages, development environments and platforms, including advanced and/or experimental topics in game programming.
The Unreal Project 5 finished prototype that would eventually lead to knossium. It uses blueprints to rapidly prototype gameplay mechanics.
A Unity in development where I helped with code tests, user interface, and health.
A 3D godot puzzle game involving 3 players. This game has it so not everything is synced up and the map can look different depending on which player.
6. Establish collaboration, mentorship and professional leadership skills by working with other disciplines to deliver highly polished and completed projects
A game currently being developed by Tongue n' Cheek. I interned and also helped with writing code, cooperating with my lead, programmers, and designers.
Developed for the Brackey's Game Jam 2026. I worked with a friend that helped design and create art while I handled programming and project management.
Developed in Production Studio, I worked with the lead, advising and programming his rts game.
GDScript
C#
C++
Python
Java
HTML / CSS / Javascript
A roguelite turn-based strategy game. Where the player will drag shapes, known as AOE, around the battlefield to either destroy your enemies or support your own party. It's a work in progress game, right now just needing some art.
The various things I had to do in order for this to work. Working with Godot. Like saving person's progress. Organizing and responding to playtester feedback. Using composition to create components for characters. Developing a way to create characters fast, with as little code as possible. It also has Steam integrated and is possible to get achievements, stats, rich presence, and other stuff.
A game where pulling the wrong card from your opponent's hand is disastrous, however it can be said from the opponent as well. Rotate and move your card a little to throw off your opponents, play mind games. Make them pull a card that they will regret. This is a work in progress game
A game made in Godot. This is 8 player multiplayer game using Godot Networking combined with Steam Networking. Working in creating a turn-based card game while synchronizing it. Difficult right now as the resources for creating this game is little.
My innovative project for UAT. It's a system of selecting players based on various factors using specific values stored in vectors. Which should create more interesting and more dynamic gameplay.
Really like using Blender & Krita. However, but getting into creating stuff by using nodes.
The following images are made using nodes using Pixel Composer.









I usually use Reaper and love Spitfire Audio for their extensive audio libraries. Won't mind unorthodox samples though.
Will be added soon.
Will be added soon.