Cody Jandes — Architect Behind Game Systems & Experience

UI Programmer • Game Designer • Systems Developer

About

Driven by logic, curiosity, and strong leadership, I help teams turn vision into momentum. As a developer, I live in the overlap between design, UI, and system-level programming. Because of that balance, I’m most passionate about crafting the parts of a game that players feel – the flow of a menu, the clarity of a HUD, the pacing of objectives, the readability of a level, and the overall experience that keeps players engaged.

Over time, I’ve come to believe the best games come from teams that understand one simple truth: players don’t just want to interact with a good system – they want to feel a good experience.

That belief is why I specialize in UI programming and game design. Together, these disciplines allow me to combine logic and programming with creative design, player psychology, visual readability, and narrative-driven user experience. As a result, I focus on building systems that are intuitive, visually appealing, and emotionally resonant rather than overwhelming or confusing.

Ultimately, my mission as a developer is to help bridge the widening divide between studios and their players. A game can have an incredible story; however, if the UI, visuals, or moment-to-moment experience misfire, many players never reach that story. I want to help close that gap by building experiences players trust, understand, and genuinely enjoy.

Beyond development, I’m a gamer, athlete, and lifelong learner. Meanwhile, I’m always seeking new patterns, new problems, and better ways to design systems that respect both the player and the craft.

Core Philosophy

“Design for clarity. Build for humans. Code for the future.”

At the core of my work is a belief in balancing left-brain structure with right-brain creativity. Rather than treating design and logic as separate disciplines, I focus on how they work together to support the player.

Because of that, every system I build is intentional. Every interface is designed to be readable, and every moment is shaped to give the player confidence in what’s happening and why it matters. When systems are clear, players can stay immersed instead of fighting the interface.

Ultimately, good UI doesn’t demand attention—it earns trust. It rarely gets noticed, but it’s always felt.

Core Expertise

Key skills and expertise here

UI Programming & UX Systems

Building clean, readable UI that reacts instantly and persists correctly. In addition, I focus on supporting the player with meaningful feedback that reinforces clarity, confidence, and usability throughout the experience.

Game & Systems Design

Designing systems that make sense from start to finish. For example, I focus on quest flows, interaction logic, player feedback, HUD clarity, and mechanics that work together to connect the overall experience.

Technical Implementation

Solving gameplay problems through code, whether that involves C++, C#, Unreal, Unity, or custom-built systems. As a result, my work emphasizes maintainable solutions, rapid prototyping, and efficient debugging.

Team Leadership & Structure

Leading small teams by organizing tasks, identifying blockers early, and maintaining forward momentum. Ultimately, my goal is to bring individual feature sets together into a cohesive, shared vision.

Featured Games

This section highlights selected projects I’ve worked on as a gameplay programmer, UI programmer, and systems designer. Together, these games represent my focus on player experience, technical implementation, and clear system design across different engines and genres.

Behind Enemy Lines

Role: Gameplay Programmer
Engine: Unity
Behind Enemy Lines is a first-person stealth and spy mission prototype where I focused on core gameplay mechanics. Specifically, I implemented player movement, shooting systems, pickups, and interaction logic to support moment-to-moment decision-making and responsiveness.

Voidcoil

Role: Programmer
Engine: Custom C++ / Vulkan Graphics pipeline
Voidcoil is a space-themed reinterpretation of the classic arcade game Centipede. In this project, I worked deep in the engine layer, implementing gameplay logic, collision handling, scoring systems, visual effects, shaders, and overall system structure. As a result, the project strengthened my understanding of low-level graphics programming and performance-focused design.

Ryssa Through Time (In Development)

Role: UI Programmer, Systems Designer, Project Lead
Engine: Unreal Engine 5.4
Type: Action RPG – Third Person

Vision Statement:
Ryssa Through Time is an action RPG where players guide Ryssa through ancient dragon trials to master elemental powers and confront Vaxes, the Destroyer of Worlds, before his reign fractures the land beyond repair.

While Ryssa Through Time is still in development, it represents my most ambitious and system-driven project to date. Throughout production, I’ve focused on building player-facing systems that prioritize clarity, persistence, and usability.

My Contributions Include:

  • Leading a multi-disciplinary team through sprint planning and feature breakdowns
  • Designing and implementing the Quest Log, Objective GUI, HUD, interaction feedback, and settings menus
  • Building persistent systems (brightness, audio, sensitivity, and more) using Unreal’s GameInstance architecture
  • Ensuring player clarity around puzzles, objectives, and combat flow

Ultimately, this project reflects my passion for blending UI programming, systems design, and leadership into a cohesive player experience.

Technical Skills

  • Languages
    • C++
    • C#
    • Blueprints

These languages allow me to work across low-level systems, gameplay logic, and UI-focused development. As a result, I’m able to move fluidly between technical problem-solving and player-facing features.

  • Engines & Tools
    • Unreal Engine 5
    • Unity
    • Vulkan / Graphics APIs
    • Git / Perforce
    • Visual Studio
    • Blender (workflow familiarity)

Depending on the project, I adapt my toolset to fit the technical goals and production constraints. For example, I’ve worked both in high-level engines and low-level graphics pipelines to better understand performance, rendering, and system structure.

  • Specialties
    • UI Programming
    • Gameplay Systems
    • Save/Load Systems
    • HUD Design
    • UX Clarity & Player Feedback
    • GameInstance Systems
    • Quest / Interaction Pipelines
    • Shader Basics
    • ECS & Prototyping

Ultimately, these specialties reflect my focus on clarity, usability, and system cohesion. Rather than building isolated features, I aim to design solutions that fit naturally into the larger game experience.

My Development Journey

Over the course of my degree program, I’ve helped create three games that each challenged me in different ways. Together, these projects allowed me to grow as a developer while working across multiple engines, genres, and team structures.

Voidcoil

A modern space-arcade shooter inspired by Centipede. Through this project, I gained hands-on experience building gameplay systems, experimenting with visuals, and understanding how classic mechanics can be reimagined for modern players.

Behind Enemy Lines

An Unreal-based FPS prototype focused on movement, shooting, and objectives. In this case, my work centered on moment-to-moment gameplay feel, player control, and interaction systems that support stealth-oriented design.

Ryssa Through Time

My largest project to date—an action RPG developed across multiple courses with full UI, quests, puzzles, systems, and core design pillars. As a result, this project pushed me to think long-term about system cohesion, player clarity, and scalable feature design.

Ultimately, these projects taught me how to structure features, collaborate effectively with teams, debug complex systems, and design player-centered UI that supports both gameplay and storytelling.

Links & Code Samples

If you’d like to explore my work further, the links below provide direct access to my code, playable projects, and professional background. Together, they offer a deeper look at how I approach development, problem-solving, and player-focused design.

GitHub Portfolio

Showcase of prototypes, school projects, systems work, and development tools.

➡️ Cody Jandes GitHub

Itch.io PageS

Playable demos and downloadable builds from my game projects. For example:

➡️ Ryssa Through Time

➡️ Behind Enemy Lines

LinkedIn

Professional experience, updates, and industry connections.

➡️ Cody Jandes LinkedIn

Ultimately, I’m a designer, developer, and UI programmer driven by clarity, creativity, and player experience. Rather than chasing complexity for its own sake, my goal is to build games that feel good, make sense, and leave players with something meaningful when they walk away.