I build game systems that elicit emotion.

I'm a games programmer with a background in narrative design, blending the technical with the creative. I like my programming and dialogue the way I like my living space: efficient, well-structured, and bug-free.

The code I write is either in service of bringing fun to life or simplifying the creative process for designers. My goal is to affect people’s lives. and I’m here for the studios and partners who feel the same.

Want to collaborate? reid.m.gillis@gmail.com

Projects

Frogs and Freedom

Code Walkthrough

Tech Knowledge

Custom EQS Test
Gameplay-tags
Unit Tests
Data Assets
Data Tables
Unreal Insights
AI Behaviour Tree
AI Perception
Shaders
Widgets
Final Draft

Title, Dates, Engine & Language

  • Gameplay Programmer, Narrative Designer & Tech Artist
  • Feb 2025 - August 2025
  • Unreal // C++

Links

Role Summary

  • Wrote tutorial script and one-liners for Grant Boom, crafting dialogue that guided players during onboarding while reinforcing the game’s satirical tone.
  • Built AI behaviors for three enemy types.
  • Created a templated objective system.
  • Refactored the UI to remove inefficiencies, resolve bugs, and improve user feedback.
  • Developed a dialogue subsystem driven by data tables.
  • Implemented a wave-based encounter system powered by data assets and EQS tests.
  • Utilized gameplay tags to drive environment queries and dialogue triggers.
  • Constructed an event bus and interface helper functions to fully decouple gameplay events.
  • Architected a hierarchical class structure for all game systems.
  • Crafted shaders for enemy attacks and environmental effects.

Belica's Tradition

Tech Knowledge

Mo-Cap
Final Draft
Unreal Cinematic
Adobe Premiere Pro

Title, Dates, Engine & Language

  • Writer, Director, & Editor
  • Oct 2023
  • Unreal

Links

Role Summary

  • Authored multiple drafts of the game’s five-page opening script, shaping tone, character motivations, and player-facing narrative beats.
  • Collaborated in a writers’ room, incorporating feedback and contributing notes on other writers’ material.
  • Developed blocking and shot intentions for the two key pages selected for cinematic adaptation.
  • Directed the full motion-capture session, guiding actors, camera operators, and the capture team to achieve narrative and performance goals.

Purrfect Match

Tech Knowledge

Sliding-Window Algorithm
Gameplay-tags
Event-Driven UMG UI
Data Assets
Object Pooling
Unreal Insights
Shaders
Widgets
Final Draft

Title, Dates, Engine & Language

  • Gameplay Programmer, Technical Narrative Designer, Tech Artist & Level Designer
  • Oct 2025
  • Unreal // C++

Links

Role Summary

  • Developed a three-page script detailing Miki’s journey to prove Pixel fits into her family, highlighting themes of how love grows through both challenges and shared experiences.
  • Built a narrative system driven by data-assets.
  • Implemented efficient sliding-window match-detection for large grids.
  • Rapidly prototyped core gameplay loop including swaps, gravity, and chain reactions.
  • Programmed an event-driven UMG UI system with minimal redraws for smooth feedback.
  • Utilized gameplay tags to drive environment queries and dialogue triggers.
  • Developed an object-pooling system for block animation meshes to reduce allocation overhead.
  • Designed a fully data-driven configuration system for grid size, scoring, spawn rates, and win conditions..
  • Crafted shaders for UI.

Rare books

Tech Knowledge

Branching Narratives
Javascript
Customizing Narrative Tools

Controls

  • Dialogue Scrolling: Move your cursor over the dialogue window and use the mouse wheel to scroll through longer dialogue lines and available response choices.
  • Selecting Options: Click to choose dialogue responses, pick dice, or activate interface buttons.

Title, Dates, Engine & Language

  • Gameplay Programmer, Technical Narrative Designer & Level Designer
  • May 2024
  • Twine // Sugarcube

Links

Role Summary

  • Co-wrote and implemented a branching narrative about a dock worker with aquaphobia who infiltrates a floating casino to steal a rare book from his childhood bully before it is auctioned off.
  • Designed and built a fully customized SugarCube-based narrative system functioning as a single-document screenplay with knots, diverts, event triggers, and persistent state tracking.
  • Engineered a dice-based task resolution mechanic, assigning variable success probabilities and gating progression through player-driven skill checks.
  • Developed procedural dice-collection tasks and success conditions that modified the player’s available outcomes and narrative branches.
  • Constructed all game logic, UI behavior, and narrative flow within three Twine passages—Main Menu, StoryInit, and the core game runtime—minimizing overhead and maximizing maintainability.
  • Implemented custom JavaScript systems for event management, variable tracking, progression flags, and modular story functions.
  • Authored CSS for bespoke UI styling including interactive panels, transitions, and readability-focused visual design.

Evasive Thoughts

Tech Knowledge

Procedural Narrative Design
Spreadsheet-Driven Content Pipelines
Word Pool Taxonomy
Multi-Stage Prompt Design

Title, Dates, Engine & Language

  • Narrative Designer
  • Feb 2024
  • Godot // C#

Links

Role Summary

  • Co-wrote all splash-art cutscene dialogue showing Seymour’s struggle to control invasive thoughts and win Shirley’s heart, emphasizing that humor is a superpower—but being laughed at can be a curse.
  • Co-designed a modular narrative pipeline using randomized word-pool operators and multi-stage prompts to generate reactive humor.
  • Co-authored 130+ dialogue templates across positive and negative gameplay events, each serving as standalone jokes and procedural structures for recombining nouns and verbs.
  • Built sentence frameworks, grammar rules, and operator behaviors ({0n}, {1v}, etc.) to ensure templates didn't require code level edits.
  • Developed a noun taxonomy (~60 nouns) and verb pool (~100 verbs) supporting absurdist office-comedy interactions.
  • Ensured randomized lines remained clear and funny, yielding ~420,000 unique dialogue combinations during play.

Witch's Wand

Tech Knowledge

Unity Input System
Unity UI Toolkit
Particle Systems
Spell shaders using Shader Graft.
Ability Systems
Scriptable Objects

Title, Dates, Engine & Language

  • Gameplay Programmer & Narrative Designer
  • Nov 2024 - Feb 2025
  • Unity 6 // C#

Links

Role Summary

  • Designed and implemented a weapon selection and status UI.
  • Co-wrote a three-act beat sheet and cutscene scripts.
  • Built a narrative system to trigger cutscenes and dialogue.
  • Developed a responsive input system using Unity’s Input System that handled combat, movement and UI navigation.
  • Implemented combat and ability systems.
  • Developed spell shaders including black hole, freeze, and shockwave effects.

Who am I?

About Me:

How does a manager become a writer and then a writer-games programmer? If you have a need to create, it feels deeply wrong not to exercise your creativity daily. What started as a goal of ensuring my scripts made it into game jam projects ultimately led me to switch career paths.

  • Gameplay Programmer & Technical Narrative Designer for several indie projects.
  • Manager at three Fortune 500 Companies.
  • Educator and public speaker on narrative systems.

Leadership and writing are part of who I am, but programming is where my heart lies. I can still help meet quarterly goals, improve performance, create spreadsheets that will impress, or write stories that resonate—but I prefer to be the bridge that speaks the language of business and artists and translates it into technical solutions.

I believe game development lives at the intersection of business and art - and I want to find a team that stands at that intersection with me.

Technical Skills:

  • C++ // C# // Git //
  • Javascript // Ink //
  • Unreal // Unity //
  • Inkle // Twine
  • Unreal Insights // Unit Tests //
  • Rapid Prototyping //

Creative Skills:

  • Narrative Design //
  • Teamwork // Team Building //
  • Open Communication //
  • Public Speaking // Pitching //
  • Training // Onboarding //
  • Business Development //