Andrew Bradbury's Portfolio

About Me

I am a software developer based in Rochester, New York, seeking full-time opportunities in software engineering — including front-end, back-end, full-stack, or gameplay programming. I currently work as a software engineering intern at Wegmans Food Markets, developing backend services to support the browse and search functionality of the Wegmans app and website. My work involves C# Azure Functions, GitHub Actions CI/CD pipelines, and infrastructure-as-code using Bicep and Terraform. I hold a Master of Science in Software Engineering and a Bachelor of Science in Game Design and Development, both from the Rochester Institute of Technology. For my capstone, I designed and built a Visual Studio extension that generates UML class diagrams directly from C# projects. During the rest of my time at RIT, I built projects spanning multiple tech stacks: cloud solutions on AWS; full-stack web apps with PostgreSQL, Python Flask, and ReactJS; Android apps in Java and Kotlin; and games in C# and C++ with Unity and Unreal Engine. As an undergrad, I contributed to Personal Eyes, a game accepted into RIT's competitive MAGIC Maker Program, where the team received mentorship from Rockstar Games developers and exhibited at Imagine RIT.

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Projects

Phasebound

Link: Tech Demo Video

Genre:  3D Action-Adventure

My Contributions: 

  • Implemented character gameplay mechanics, including movement and animations, using C++ and Unreal Blueprints.
  • Designed and coded a unique movement system inspired by *Super Mario Galaxy's* planetary gravitation, utilizing advanced math concepts like quaternions, vectors, and matrix transformations.
  • Developed modular, abstract enemy behaviors in C++ to support future scalability, integrating Unreal's Behavior Trees for defining and customizing enemy actions.
  • Migrated the project from Unity to Unreal, rewriting C# scripts in C++/Blueprints with minimal compromise. Authored comprehensive documentation to streamline the setup of Unreal Engine with Visual Studio, addressing common issues and fixes.
  • Collaborating with a cross-disciplinary team in Agile sprints, participating in weekly stand-ups, and providing on-going technical guidance and updates.

Platforms:  PC

Team Size:  6

Project Length:  Ongoing (June 2023 - Present)

Next Milestone:  Vertical Slice Demo (March 2024)

Engine and Tools:  Unreal Engine 5, Visual Studio, GitHub, Trello

C# Visualizer Extension

C# Visualizer Extension Capstone Poster Architecture diagram of the C# Visualizer Extension New Tool Window option appears in the Visual Studio menu The Tool Window opens with an empty canvas and a button to generate a class diagram A class diagram is generated from the C# project

Link:  GitHub Repository

My Contributions: 

  • Designed and implemented the architecture and user interface of a Visual Studio extension that generates class diagrams from C# projects.
  • Leveraged the Roslyn .NET compiler platform to analyze C# code and extract relevant information for diagram generation, including classes, interfaces, methods, properties, and their relationships.
  • Utilized the Microsoft Visual Studio SDK to create a new Tool Window within the Visual Studio IDE, integrating seamlessly with the existing interface.
  • Visualized class diagrams using Windows Presentation Foundation (WPF) to create an interactive and user-friendly experience.

Platforms:  Windows

Team Size:  1

Project Length:  January - May 2026

Technology and Tools:  Visual Studio, C#, .NET, .NET Framework, Windows Presentation Foundation (WPF), GitHub

RIT BetterMaps

Better Maps Logo Moving from Point A to Point B Better Maps Database schema I designed

Link: GitHub Repository

Category:  Interactive Map

My Contributions: 

  • Utilized the Unified Modeling Language to facilitate the design of the BetterMaps app with use case, architecture, and class diagrams.
  • Designed and implemented a local database to store persistent data about users, locations, and building amenities with the Android Room library.
  • Incorporated unit and instrumented tests to ensure that code and UI interactions functioned as intended using the JUnit and Espresso testing frameworks.

Platforms:  Android

Team Size:  5

Project Length:  September - December 2024

Technology and Tools:  Android Studio, Java, Google Maps API, Android Room, JUnit, Espresso, Git, Trello

TaskMaster

TaskMaster home page TaskMaster log-in page TaskMaster new user registration TaskMaster task board The user's session has expired Domain Analysis diagram for TaskMaster Database schema for TaskMaster

Category:  Task Management

My Contributions: 

  • Designed and built a database schema that persisted data on users, tasks, and sessions with PostgreSQL and the psycopg database adapter for Python.
  • Implemented a RESTful API using Python's Flask framework to enable database interaction through HTTP endpoints (GET, PUT, POST, DELETE), allowing for integration with the front-end client.
  • Constructed a web application that provided a user-friendly and responsive interface with the React JavaScript library and the Reactstrap CSS framework.
  • Created unit tests to ensure expected functionality during happy path and edge cases using Python's unittest library.

Platforms:  Web

Team Size:  2

Project Length:  August - December 2024

Technology and Tools:  Visual Studio Code, PostgreSQL, Python, Flask, unittest, ReactJS, Reactstrap, Git, Trello

Crystal Towers

Crystal Towers main menu Player has a choice of multiple rooms Player picks up crystals to fill their gun Player can make wind columns Player can place boulders Player can make slick ice splotches Player can shoot flames Player finds a key Player lights a brazier Player faces a fearsome foe

Link:  itch.io

Genre:  3D Adventure Platformer

My Contributions: 

  • Designed and implemented gameplay functionality used to create elemental bullets.
  • Used Unreal Engine's Blueprints and Niagara systems to make interactive and visually pleasing assets.
  • Collaborated with other engineers to playtest and debug issues.

Platforms:  PC

Team Size:  5

Honors:  Won 1st place in all categories at the Bullet Jam.

Project Length:  1 week (April 13 - 20 2023)

Engine and Tools:  Unreal Engine 5, GitHub

Atoll Tale

Atoll Tale title screen The player dug up some treasure The player prepares to shove a boulder The player goes to dig up a treasure spot The player deflects an enemy cannonball The player bounces on their pogo stick The player faces down a firing squad of enemies

Link:  itch.io

Genre:  Adventure platformer

My Contributions: 

  • Managed a team of developers by scheduling meetings, handling task management tools, and finalizing creative decisions while adhering to Agile principles in Scrum-style sprints.
  • Crafted 3D and 2D assets to match the design specifications of a 3D world inspired by Captain Toad: Treasure Tracker and The Legend of Zelda: Link's Awakening.
  • Implemented assets in Unity by working with materials, shaders, and UI canvases.

Platforms:  PC | WebGL

Team Size:  4

Project Length:  4 months (August - December 2022)

Engine and Tools:  Unity, Autodesk Maya, Adobe Photoshop, Substance Painter, Trello

Personal Eyes

Title screen of Personal Eyes Green lights around a gnarled gate A grate filled with parts of a spider robot A view of the cathedral ceiling An elevator shaped like a gothic bird cage A spider enemy chases down the player The player observes some bullet-shaped pills The player aims their pistol at a turret The player can see themselves in a distorted third person view A figure is chained in place in a cathedral-like space

Link:  itch.io

Genre:  3D survival horror

My Contributions: 

  • Created 3D environment models and textures inspired by PS2-era games.
  • Interacted in an art pipeline including a creative lead, concept artists, and other 3D developers.
  • Attended weekly stand up meetings to report progress and demonstrated progress to Rockstar triweekly.

Platforms:  PC

Team Size:  ~10

Honors:  Accepted into RIT's MAGIC Maker Program twice. Received frequent feedback from Rockstar Games developers. Exhibited at Imagine RIT 2022.

Project Length:  ~1 year (June 2021 - May 2022)

Engine and Tools:  Unity, Autodesk Maya, Adobe Photoshop, JIRA

Resume

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