Online Portfolio
A fun-loving creative programmer with a passion for technology, game development, and mentoring. I hold an Advanced Diploma in Game Development, a Diploma in Computer Programming, and I’m currently studying Photonics at Niagara College.
With extensive experience in C#, Unity, and knowledge in multiple other languages (SQL, C++, Visual Basic, Python), I’ve worked as a Lead Programmer, Level Designer, and Administrative Systems Coordinator. Over the years, I’ve developed a strong ability to break down complex concepts into clear, practical lessons that engage learners of all skill levels. My teaching philosophy revolves around hands-on learning, problem-solving, and fostering a growth mindset that encourages students to experiment, make mistakes, and develop critical thinking skills.
I also create YouTube videos, where I share devlogs and tutorials that make advanced programming topics accessible. My goal is to build confidence and inspire learners to succeed in technology.
Roles: Game Programmer and Artist
Time Frame: 2021-Present
A Tower Defence, Bullet Hell, First Person Shooter that I've been working on between jobs and free time. With online co-op using Photon Pun.
Protect your cows from waves of aliens and build out your defences!
Roles: Lead Programmer
Time Frame: 11 months
My first contract work, I was hired on to complete a vertical slice of the game. During my time I was the lead programmer. I worked on improving development speeds, coding infrastructure, and implementing new features. As well as improving existing gameplay mechanics.
*Please note that public gameplay posted is from 2021 to which I had no part of. I cannot post new footage as that would breach my NDA.
Roles: Game Programmer and Artist
Time Frame: 24 hours
This year I wanted to try out some new assets unity has to offer. I made this game using cinemachine for camera control, implemented the new input system, and created custom shaders for a unique art style. As well as putting more focus on juice.
Roles: Game Programmer and Artist
Time Frame: 5 days
I realized I haven't made a game aimed at children, so this is just that! A quick demo on Little Island. You can place your furry friends nicely, stack them on top of each other, or toss them around like the monster you are. I worked hard on making sure every action the user made, the world would give feedback in return.
Roles: Game Programmer and Artist
Time Frame: 48 hours
As part of Global Game Jam 2021, this year I decided to test myself and make a game on my own in 48 hours.
I landed on a Point And Click game where civilians ask the player for an item they lost, and the player must give them said item. The catch is that they don't describe the item how we normally would, and the player needs to take an educated guess at what they want.
Roles: UI, Camera, and Game Programmer, Level Designer.
Time Frame: 8 months.
What started out as a student project, which was then sponsored by Niagara College, turned into a 1-2 hour long game available on Steam. I was in charge of programming all of the UI elements, world states, and camera/targeting. And most of the particles, audio, and game programming.
In addition, I designed all four level layouts and made most gameplay design decisions.
Roles: UI, Game, and Mobile Port Programmer.
Time Frame: 48 hours.
The zombie house defense game of your dreams! My first Game Jam game. It was made in 48 hours by 6 people. I handled the store purchasing system, main UI, and putting the overall project together.
After the project was set and done, I decided to port it to mobile. I added on-screen dual-stick controls and some quality of life stuff.
Roles: Player, UI, Game, and Mobile Port Programmer.
Time Frame: 2 weeks.
This game was made in the course of two weeks. I handled all of the UI, player, and most game mechanics. However, I did not program the AI. I had a lot of fun with this one! And it ended up becoming the best game in the history of the assignment (at the time of submission).
Afterward, I ported the game to mobile. I used the accelerometer to control where the player aims, double-tap on the right side to zoom in, double-tap on the left side to use AOE attack, long press to shoot, slide up to speed boost, and slide down to slow down. I also optimized the game to run smoothly on my current phone.
Roles: Game, UI, and Mobile Port Programmer, Level Designer, 3d Modeler, Texture Artist.
Time Frame: 2 months.
This one is a bit of a long story. I found out in the last three weeks that my group hadn't contributed all that much to the project. However, I considered it as an opportunity to learn different areas of programming and art.
This experience really helped me become a stronger game designer. Diving into other people's unfinished code became a very beneficial skill to pick up. I'm very happy about how this all turned out!
Later, I ported the game to mobile! I added an on-screen stick in the bottom left corner for movement/ jumping, and the rest of the screen is used for aiming the kunai.
I'm located in Southern Ontario within Haldimand County.
If you'd like to get ahold of me, the best way to do so is through email. I check it regularly and will do my best to get back to you in a timely manner.
My email is
andrewchiarelli-gamedev@hotmail.com
Alternatively, you could message me through: