I’m a college student pursuing a B.S. in Computer Science with an emphasis in game design.
I specialize in computer programming and building immersive worlds for video games.
I have a strong passion for back-end development, artificial intelligence, and love creating software experiences from the ground up.
Outside of academics and coding, I enjoy going to the gym, spending time with friends, and playing video games.
Lately, I’ve also been diving into cooking and experimenting with a variety of dishes!
Feel free to reach out to me via email or social media — I’m always open to connecting!
Experience
Researcher
Undergraduate Research Experience 2025
Jun 2025 - Sep 2025
Graphic Designer
PilotCity
Oct 2022 - Jan 2023
Intern
Alan AI
Mar 2022 - Aug 2022
Programming
Tools and Engines
Design Tools
Projects
These are a few projects that I am currently working on or have completed in the past!
2026
Arcane Ascent
Gameplay & Systems Developer
Arcane Ascent is a rougelike action game where players take on the role of a wizard traversing through a multi-level tower filled with diverse enemies.
The game features spell-based combat and strategic progression that challenges players to adapt their tactics as difficulty increases. The game uses procedural
generation systems to create a unique experience every playthrough. I developed the core concept and theme and built the combat system and enemy variety.
I developed a procedural generation tool in Unity that dynamically distributes points of interest (POIs) and loot locations across a 2D map.
The system supports scalable dungeon difficulty levels (easy, medium, and hard) and implements a structured loot rarity hierarchy ranging from common to legendary
The tool can be used for anything from level design to procedural generation that is very adjustable.
Using Three.js, I collaborated with a team to develop Bomb Golf, an interactive 3D golf game with a high stakes twist.
Players have a limited number of attempts to sinkthe bomb into the whole. Failure results in an explos
ion. At the start, players collect turns, adding a strategic layer that makes the game more manageable.
This project fouceses on 3D rendering, game patterns and team-based development.
I developed a cross-platform mobile application that connects nearby users through Bluetooth proximity detection, enabling seamless profile discovery and data exchange.
On the backend, I worked with a team to build TypeScript services to manage user sessions and implement music preference matching logic.
I also designed and developed the mobile interface using React Native and Swift, creating a responsive and intuitive user experience across devices.
During my summer LLM research program, my team and I developed an automated tilemapping system designed to generate natural language
descriptions for tiles that reduces user inout. While still an evolving system, our approach significantly reduced
the amount of manual configuration needed. I implemented a BFS based tile matching algorithm to improve spatial consistency
and contributed to integratting a large language model to generate context-aware tile descriptions.
Dungeon Break is a top-down escape room game where players assume the role of a prisonor attempting to escape form
the depths of a dungeon. The game challenges players to strategically use available resources and solve enviornmental puzzles to progress.
It featues interactive doors and dynamic objects that respond to player actions. I contributed to level and world design, as well as implementing
NPC pathfinding to enhance gameplay and challenge.
Zero Down is a top-down gallery shooter set during the Battle of Midway.
The player pilots an American aircraft tasked with shooting down waves of incoming Japanese planes while dodging enemy fire.
I designed and implemented core gameplay systems, including smooth player controls, bullet mechanics, and enemy behavior.
The game features enemy planes capable of tracking the player’s position and difficulty scaling to keep the action challenging and engaging.
I built a simple command-line customer database in C, designed to add and delete customer information.
The program tracks user data such as name, email, shoe size, and favorite food using structured data types for efficient storage and access.
The codebase is modularly organized, with separate directories for business logic and execution with custom test cases to validate functionality.
2024
Top Down RPG Prototype
World Designer & Combat Developer
I developed a demo top-down RPG where players select augmentations that enhance their stats and grant special combat abilities.
The objective is to defeat the Lich King and free the land from his control, blending strategic character progression with action-based combat.
This project helped me build a strong foundation in core game development principles, including combat system design, player progression mechanics,
and overall gameplay balance.
I developed my first game project, a text-based horror experience built around branching narratives and multiple story paths.
Players take on the role of a miner attempting to survive an encounter with the “Man in the Mine.”
The game focuses on choice-driven storytelling, where each decision leads to different outcomes and routes,
showcasing narrative design and player agency.