TIBOR/MESTER

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ABOUT ME

Hi, I’m a Cybersecurity Analyst by day and Game Developer by night. I’m a lifelong learner, always eager to adopt new technologies and stay at the forefront of innovation.

I'm especially excited about how AI is transforming the cybersecurity landscape—and how I can harness it to boost my own productivity. I’ve pursued academic interests in Physics, Ecology, Statistics, and AI at the University of Maryland, where I earned a B.S. in Mathematics and a B.S. in Computer Science (Dec 2024).

As a Cybersecurity Analyst, I specialize in bridging the gap between business and technical teams, implementing effective solutions, and delivering value for clients across a variety of tech stacks and industries.

As a Game Developer, I love collaborating with others to bring virtual worlds to life. I enjoy experimenting with mechanics and novel ideas—always eager to fail fast, learn, and iterate.

Elemental Delivery

JS Web Game Jam

A 2d cargo delivery game with a character controller and game mechanics revolving around the theme of balance.Playable Demo on Itch!

Bug Souls

3D Action RPG

In my last college semester, I worked with a small team to make Bug Souls, an action RPG inspired by Dark Souls. In the game, you play as an ant fighting off the corrupting vine that animates corpses and threatens to choke out life as you know it.

Bug Souls Demo Playthrough

Sinking Labyrinth

Roguelike 2D

Players are chased up a tower, avoiding obstacles like rising water and falling ceilings while fending off monsters. While there are still a few mechanics missing and polishing to do, it’s almost ready for release.

Rogue Royale

Part 1: 2D Action RPG

I created a 2D Battle Royale game that is PvPvE inspired by League of Legends, focusing on both combat and PVE elements. The core mechanics were simple to code but allowed room for complexity. I quickly implemented a character controller, modular attack combos, projectile weapons, and status effects...

Rogue Royale

Part 2: Multiplayer Networking

I made a mistake in assuming that multiplayer would be easy. Although I got clients on the same machine to play through ENet, when using Steam to play across machines, I quickly ran into desync issues. To fix this, I implemented rollback net code, rewriting all of the code, but bugs persist.

CONTACT ME

Whether you're interested in working with me or just want to say hello, I'd love to hear from you!

Feel free to reach out directly by email!