Hello and Welcome
My name is Dale Mauldin, and I am a Freelance Gameplay Designer and Software Engineer.

From a young age, I knew I wanted my career to involve video games. That passion truly solidified when I started designing tabletop games for my friends and realized my love for gameplay systems. This drive to create led me to explore a wide range of technologies and disciplines, continuously expanding my skill set.

I earned a B.A. in Digital Media – Game Design from the University of Central Florida and have since obtained a wide variety of professional certifications from industry leaders such as Google, IBM, Epic, Adobe, and Meta. The concept of continuous improvement defines who I am—whether it’s volunteering to learn a new tech stack at work or mastering a skill I just discovered online, I am always striving to grow.

My professional journey began outside of gaming, working as a Quality Inspector in the medical industry before transitioning into software development. I later became a Software Engineer at Engineering and Computer Simulations and now work as a freelance developer, collaborating with other indie developers and contributing to a project under NDA.

Much of my work, particularly in military-related projects and my current role, is locked away behind legal agreements. Recognizing that some of my best work remains unseen, I have renewed my efforts to create games outside of my professional obligations. Below, you’ll find examples of my past works, with new additions arriving on the first of each month.

Wake From Death is a third-person shooter developed by a team of nine students over the course of approximately two months. In the game, players fight their way through a city under lockdown by soldiers, utilizing a variety of weapons and temporary special abilities. As they battle through the city, they uncover more about the corporation behind the lockdown.”

As the game’s Lead Programmer, I collaborated with other project leads to define the scope of features and executed their development. My contributions included implementing core player mechanics, designing enemy AI, and creating an event system to support the designers’ needs.

Boom Bots is a first-person shooter developed by a team of six students over approximately three months. In the game, players clear procedurally generated rooms of enemies using custom-made munitions. These munitions feature a variety of parts that can be mixed and matched, with new parts unlocking as players progress through the rooms.

As the game’s Creative Lead, I was responsible for conceptualizing and documenting the game’s mechanics and systems. I then collaborated with another programmer to bring those systems to life, with my primary focus on developing the enemy AI and implementing the procedural room generation.

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