About Me

Hi, I’m Dylan Dixon, a passionate game programmer with a focus on multiplayer systems, gameplay programming, and Unity development. I am currently a student of Toronto Film School's Video game design and development program. I enjoy building experiences that bring people together, whether through fast-paced co-op mechanics, immersive systems, or tools that make development smoother for teams.

I’ve contributed to several game jam projects and recently took the lead developer role on my capstone project, where I am responsible for designing and implementing multiplayer networking using Mirror and Steamworks. My work often bridges technical systems with player-facing features, including lobby systems, communication tools, and gameplay mechanics that feel responsive and engaging.

While Unity and C# are my strongest areas, I’ve recently started dedicating time to learning Unreal Engine 5 and C++ to broaden my development skills and explore new workflows. I’m excited to apply my multiplayer and systems design knowledge across both engines.

When I’m not coding, I’m experimenting with new mechanics, learning more about AI behavior, or exploring ways to make complex systems intuitive for players and developers alike. My goal is to continue growing as a developer while contributing to projects that push creativity and teamwork forward in game development.

Projects

CryptInc

Unity · Multiplayer Horror Puzzle

CryptInc is a tense multiplayer horror puzzle game where players, alone or with friends, must explore the environment to gather clues and document sightings of cryptids. Using these clues and photographs, players identify cryptid species and strategize their next move.

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Crypt Survivors

Unity · Action Roguelike

Crypt Survivors is an action rogue-like built around a rock-paper-scissors combat system, where attack types (sword, bow, magic) counter specific enemy types (knight, archer, mage). I was the lead programmer and designed both the combat and upgrade systems, emphasizing dynamic player progression and responsive input-based attacks.

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ChronoSwap

Unity · Puzzle Game

ChronoSwap is a puzzle game centered around a looping 30-second timeframe where players perform actions across multiple timelines to solve environmental puzzles. The core mechanic allows the player to rewind and repeat actions, creating "ghost" versions of themselves that perform previously recorded actions.

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EZ Racer

Unity · Racing Game

Ez Racer is a top-down racing game where the player races against AI-controlled cars around a track. The AI is powered by a custom waypoint-based racing system that ensures smooth navigation, adapting to the track layout.

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Target Practice

Unity · Physics-Based Archery

A physics-driven archery game where players click and drag to control shot angle and power, with real-time trajectory visualization.

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Oryx

Unreal Engine 5 · Physics Simulation

A physics-driven action-adventure combining spacecraft flight, on-foot exploration, and gravity-based puzzles.

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BlackJack

C++ · Console Application

A fully featured text-based Blackjack game built entirely in C++. The game implements a shuffled deck using the Fisher–Yates algorithm, betting and credit management, dealer AI, and full support for Blackjack mechanics including hits, stands, doubling down, splitting, and passing.

It features input validation to prevent crashes, clean hand evaluation logic that handles multiple Aces correctly, and clear console output for player and dealer actions. This project demonstrates strong fundamentals in algorithm design, object-oriented programming, and state management in C++.

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