What I Do
I love to build, create, and solve problems.
I’m interested in seamless UI, cool shaders, responsive player systems, and the technical glue that helps multidisciplinary teams move faster.
About Me
I build gameplay systems, UI, shaders, and visual polish with an eye for how features feel in motion. I like working where code, design, and art overlap.
What I Do
I’m interested in seamless UI, cool shaders, responsive player systems, and the technical glue that helps multidisciplinary teams move faster.
Programming
Technical Art
Resume Highlights
Lead programmer and lighting artist on a 12-person team. Built player ability switching, enemy AI support, and lighting polish for an award-winning undergraduate showcase project.
Programmer on a larger team developing traversal systems including wind tunnels, rail grinding, and save-file progression for a sky-surfing game.
Built custom UI and gameplay interactions across C++, C, and Unity projects, including grid-based tower/plant interactions, mobile touch gestures, and HUD systems.
Toolkit
A quick visual map of the stack I use across gameplay programming, engine work, UI, lighting, shaders, debugging, and team development.
Game Development
Implementing player-facing mechanics, prototyping features, and building systems in Unreal and Unity.
Programming
Comfortable moving between C++ systems, C projects, Unity C#, Python tools, and engine scripting.
Art + Technical Art
Lighting, HLSL shader practice, sculpting, asset presentation, and visual polish.
Workflow
Debugging C++/C# code, working with version control, organizing repositories, and communicating across disciplines.