Background

I recently graduated from the University of California, Santa Cruz where I obtained a Bachelors of Science in Computer Science: Computer Game Design. I have a deep passion for designing and implementing systems and mechanics for game-focused digital media equipped with support for various external design choices such as narrative, art, and tone. I primarily operate as a programmer but have experience mixing and implementing audio as well as producing, managing, and leading small-team projects.

When I'm not working on a project I'm usually playing video games, hiking outside enjoying nature, or rock climbing.

Skills

Languages

  • C#
  • C++
  • JavaScript
  • Python

Engines

  • Unity
  • Unreal Engine 5
  • Phaser 3
  • Construct 3

Tools

  • FMOD
  • MetaSounds
  • Git & GitHub
  • Trello

Fields

  • Gameplay
  • Scripting
  • Production
  • QOL Features
  • Audio Implementation

DANTE

Escape the punishment for your earthly sins in this fast-paced first-person movement shooter by battling your way through the Nine Rings of HELL equipped with your trusty Revolver and Grapple.

In this project I took on a multitude of roles and jobs that ranged from core design, movement programming, mixing and implementing audio, and production.

VINES

Escape from Underground Facility 17 by documenting the horrors that lie within in this procedurally generated PSX-style horror-survival game. Will you make it out alive or be enshrouded by the VINES?

I created the procedural generation algorithm that defines the creation of the game's playspace as well as systems directly relating to the player such as inventory, world interactions, and items.

Soaring Hearts

Play as best friends, Hardy and Fuzzy, on their quest to reach the top of the Mountain in this local 2-player puzzle platformer. Ascend the Mountian by picking up and throwing one another into terrain, over large gaps, or off a cliff.

My main contribution to the project was the carrying and throwing mechanic along with the environmental interactions that result from it. I was also in charge of quality assurance and bug fixing.

A Slime's Quest

Escape a procedurally generated dungeon by consuming monsters and goons to fit through doorways, solving puzzles, and out-smarting evil bosses in this 2D top-down dungeon crawler.

In this project I created the algorithm that procedurally generates each dungeon's layout along with designing and implementing the environmental puzzles found within the game.

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