I programmed my first game for a science fair in middle school, back in 2009. Since then, I’ve earned an Associate’s Degree in Interactive Media & Game Design from Quinsigamond Community College, worked as a Software Engineering Contractor at Cisco focused on deployments, and am now pursuing a double major in Computer Science and Interactive Media & Game Development at Worcester Polytechnic Institute.
What draws me most to games is creating unique systems: mechanics that bend or blur genres, and design that rewards curiosity and allows for player expression through gameplay. That same love of emergent design pulls me toward roguelikes and indie studios, which have more freedom to break genre conventions and take creative risks.
I especially love the way games build community around that unpredictability, whether it's a raid group coordinating in real time or a table improvising through a shared story. Games are also an artistic medium in their own right, capable of pushing boundaries through branching narratives, interactive animation, and dynamic audio. I've spent the last decade pursuing all of this in my free time: teaching myself open source development tools and diving deep into design theory well outside any classroom.
Feel free to reach out at: btsamara@gmail.com
LINK TO CVPitched and secured faculty greenlight for an original roguelike tactical combat/deckbuilder Major Qualifying Project, selected as one of only 7 student pitches to enter pre-production.
Served as recruiter and producer for a 5-person multidisciplinary team of artists, programmers, and designers, managing core design documentation and project scope. Production will begin in early 2027.
LINK TO PITCHDeveloped a multi-genre action game in Godot that seamlessly transitions players between randomized levels featuring turn-based RPG, tactical, top-down shooter, and platformer mechanics.
Engineered a global state-management system to apply persistent player upgrades (Health, Speed, Attack) dynamically across four distinct control schemes and gameplay loops.
LINK TO GAMEEngineered a narrative state-machine in Twine utilizing HTML/CSS to manage dynamic variables for branching morality paths and persistent companion approval metrics.
Built a 29,828-word interactive story with 117 passages and 106 linked choices.
LINK TO GAMEProgrammed a classic turn-based JRPG prototype in Godot to evaluate core engine architecture, implementing tile-based overworld exploration, trailing party movement, and step-driven random encounters.
Built a speed-ordered combat system featuring persistent party status tracking across battles, stat-modifying equipment menus, and dynamic battle UI.
LINK TO GAME© Website made by Ben Samara