top of page

Work

A Portfolio of my software projects and involvements including professional, personal, and university work.

A Portfolio of my software projects and involvements including professional, personal, and university work.

Marvel Strike Force
Engineer Intern

June 2023 - Present

A turn-based role-playing mobile game starring a plethora of classic marvel characters.

  • Maintained the highest velocity of the intern class & helped deliver a feature by fixing 20+ high-priority bugs in three weeks

​

  • Wrote and debugged C# scripts in an existing code-base, using data driven design to help surface information to players

​

  • Took engineering responsibility for a new feature, working with designers, assessing cost, and delivering within a few weeks

​

​

Wretched Depths
Director, Gameplay & Systems Engineer, 3D Artist

  • Twitter
  • Steam
  • Itch
Aug 2022 - March 2023

A PSX styled horror-fishing game about exploring the depths of an unknown lake and collecting the strange creatures below.

  • Developed core gameplay involving player control, fishing control, interaction systems, dynamic physics ropes, etc

​

  • Created and managed game systems including data persistence, audio management, dialogue trees, input binding, and UIs

​

  • Implemented character AI trees for fish including actions such as swimming idly, noticing lures, and fighting the player

​

  • Developed strategies to optimize render times and memory management

One Week By Car
Gameplay & Systems Engineer

  • Steam
  • Itch
Jan 2022 - July 2022

A narrative mini-game collection about depression and burnout in college students.

  • Scripted a custom dialogue tree with serialized nodes, text file parsing, choices, and tools for use by designers

​

  • Developed several small but polished mini-games including a rhythm game

​

  • Built a series of levels with changing dialogue, sprites, and interactions to show the passage of time

​

​

The Training Video
Solo Developer

  • Itch
June 2022 -  Feb 2023

A Retro horror game about working the night shift at a fast food chain restaurant.

  • Implemented a singleton master architecture appropriate for this smaller scale game

​

  • Created simple object transformation tools for dynamic, real-time physics animations with gizmo visualization

​

  • Modeled, textured, and constructed several large interior areas using trim sheets inspired by games like silent hill

​

  • Created a simplified system to handle game progression and scripted events

Hush
Gameplay & Systems Engineer

  • Itch
Aug 2021 - Dec 2021

A 2D, puzzle platforming horror game where you can only see objects if you can hear them.

  • Scripted a custom 2D, physics-based character controller using rigid bodies that included abilities like jumping and manipulating physics objects

​

  • Developed a system to only update the rendered position of certain physics objects when a sound has been played nearby

​

  • Created sound visualization systems that updated objects and cleared a "fog of war" based on location and volume of 3D audio

This Was Home
Shot Designer, Tech Engineer

Aug 2021 - Dec 2021

A machinima short-film about technology, sentience, and morality which was created in Unreal Engine 4

  • Designed several shots and animated several 3D characters for those shots

​

  • Created and used tools in Unreal along with sequencer to assist visual effects and character animation

​

  • Storyboarded shots and created revisions as project vision shifted

Daemon
Solo Developer

  • Itch
Aug 2020 - Nov 2020

A mini-metroidvania game that serves as an homage to the classics of the genre based around whip combat

  • Created unique enemy AI and behaviors on top of a base enemy class

​

  • Developed a system of movement and combat upgrades that modified the abilities of a 2D character

​

  • Designed levels to challenge the players skills and teach them the mechanics without the use of text tutorials
bottom of page