Adam Rhoades

Gameplay Engineer

Featured Projects

Player swing prediction and AI dodging

Player Swing Simulation and Dynamic AI Dodging

Simulated the player's weapon path to predict precise AI contact points, then warned enemies to blend contextual dodge animations. The system made combat more dynamic while keeping enemies within the player's threat area instead of their previous "dash away" behavior

Swing simulation and AI dodging preview 1 Swing simulation and AI dodging preview 2

Slash and stab penetration system

Slash/Stab Penetration and Resistance

Developed a weapon penetration and resistance system that made sword strikes feel lodged and weighty, with directional pull-out resistance and rotational freedom. It also used my centralized player feedback pipeline to trigger coordinated SFX, VFX, haptics, and decals with managed lifecycles.

Slash and stab system preview 1 Slash and stab system preview 2 Slash and stab system preview 3

Iron Man VR

Iron Man VR

Performed memory and performance profiling on Iron Man VR, tracing assets and code responsible for memory leaks that were eventually crashing the game. Improved framerate and reduced loading hitches by identifying objects that needed to be prewarmed, and resolved more than 50 critical or progression-blocking bugs while working within a large scale co-development partner's production pipeline.

Iron Man VR image 2 Iron Man VR image 3 Iron Man VR image 4

Dev Stats

A retro-inspired snapshot of my professional experience, education, and technical toolkit. In a stat screen!

DEV XP LEVEL 4
99 / 365

Stats

INT18Systems & architecture
STR99Bug squashing
DEX15Rapid prototyping
CHA14Cross-Discipline collaboration

Games

  • Iron Man VRPublished
  • VR Action RoguelikeUnpublished
  • VR Stealth ActionUnpublished
  • VR Action AdventureUnpublished

About

  • MS Computer ScienceDigiPen
  • BS Computer SciencePLU
  • LocationWA
  • Favorite GameDiablo 3

Skills

Primary LanguagesC# (9 years), C++ (4 years)
Other LanguagesSQL, Lua, Java, HTML
ToolsUnity, Perforce, Git, Unreal Engine, Visual Studio

Other Projects

Networked MOBA prototype

One Week Prototype - Networked MOBA

Adapted Unity's Boss Room sample into a player-versus-player MOBA to evaluate Netcode for GameObjects. The prototype included fully networked combat and agents, jungle respawning, camp stacking, shared experience, catch-up experience, and progression modeled after established MOBAs.

Procedural level layout generation

One Week Prototype - Procedural Layout Generator

Reimagined a Returnal-inspired procedural room-layout tool from a GDC presentation. Designers could place unrestricted connection volumes on rooms of widely different scales while the generator searched for valid, non-overlapping arrangements.

Skating movement prototype

One Day Prototype - Skating Movement Exploration

Rapidly prototyped a momentum-driven skating movement mode using hooks from my custom player movement system. It featured reduced turning control, airborne movement from ramps and ledges, and a crouched skating posture.

Student Projects

Heart of the Forest

Heart of the Forest

Heart of the Forest

Built a 3D tower-defense game in a custom C++ game engine with third-person construction and combat. I co-led design meetings, engineering mettings, supported team workflow, created an external level editor, and iterated from extensive player feedback.

Box and spring physics simulation

Box and Spring Physics Simulation

Designed a variable box-and-spring system in C++ that physically responds as anchor points move through user input. This is the foundation for dynamic, physics-based bridges or other structures affected by moving endpoints or environmental forces.

Particle simulation

Particle Simulation

Implemented a scalable force-based particle system in C++ with vortex, spiral, and bounce operators. The architecture is scalable and could be extended with additional environmental forces such as wind and waves easily.

Hierarchical skeletal animation

Hierarchical Skeletal Animation

Designed a hierarchical skeletal-animation system in C++ and combined it with smooth path following and speed control to keep animated feet from sliding across the ground.

Dual propagation AI awareness hide and seek system

AI Agent Awareness

A single-propagation hide-and-seek AI agent awareness system in C++ where AI combines terrain analysis with the player's last known position and speed to estimate where the player could currently be. The red cells visualize those potential locations, and the agentic awareness code is designed to be portable across game engines and agent types.

ConCaveity

ConCaveity

Designed and developed a C++ dungeon stealth platformer on a custom 2D engine. The team implemented physics, graphics, animation, combat, cooldowns, levels, and objectives while using player feedback to improve clarity, difficulty, controls, and learning.

Procedural tree distribution

Procedural Tree Distribution

Used Perlin-noise terrain and real Sierra Nevada tree-plot data in Unity C#, to place different tree species based on elevation data with normal distributions, producing nature-inspired procedural vegetation patterns.

Aqu'iel's Homeworld Tower Defense

Aqu'iel's Homeworld Tower Defense

My first game built on my own custom C++ engine: a simple tower-defense game featuring waves of enemies, pathing, and damage when enemies escaped the maze path.

Quoobe Town

Quoobe Town: Vibrant Dreams

Created a 24-hour Unity C# game jam about painting a city to advance through levels. Enemy AI either pursued the player or cleaned up the paint left behind.

Hi there, my name is Adam Rhoades. I am a Gameplay Engineer based in Renton, Washington, with 4 years of professional game development experience and an additional 5 years of C# software development experience in ERP business software. I worked on and helped ship Marvel’s Iron Man VR along with three other unreleased studio projects. My work so far has included authoring gameplay systems such as player movement, universal feedback (VFX, SFX, haptics, UI, debris, decals, etc), VR interactions, damage systems, combat features, damage systems, rapid prototyping, and performance profiling.

Alongside my professional experience, I hold a Master of Science in Computer Science from DigiPen Institute of Technology, with a concentration in Computer Graphics, as well as a Bachelor of Science in Computer Science from Pacific Lutheran University with a minor in Mathematics. My background has given me a strong foundation in C#, C++, maintainable and scalable architecture, and gameplay programming. I am comfortable working within large, unfamiliar codebases, adapting to established workflows, and translating design goals into practical, maintainable gameplay features.

As a developer, I value thoughtful collaboration, clear communication, and careful problem solving. I enjoy working closely with designers, artists, and engineers to build systems that support both the player experience and the broader needs of the project. I am particularly motivated by gameplay challenges that require rapid iteration, strong technical judgment, and an awareness of performance, usability, and long-term maintainability.