
Worked on three projects. Worked on AAA third-person survival game in UE5 & AAA first-person shooters in Frostbite/UE4.
-
Developed weapon mod system, allowing designers to mix and match mods on weapons to modify its attributes and abilities.
-
Ensured that my gameplay mechanics replicated correctly over the network, utilizing RPCs, separating work done between clients and server, minimizing server data traffic, and validating the client’s simulation.
-
Implemented vehicle functionality: Gas tank, switching seats, entering/exiting, hit collision.
-
Handled melee swing calculation using wedge-targeting system & adjustable sweep hit.
-
Amortized level streaming & analyzed level performance.
-
Included in-game debug visualizations for mechanics, unit tests, and telemetry data.
A puzzle-platformer where you not only switch between 2D & 3D camera perspectives but also between your physical & ghost forms to solve puzzles, combat enemies, and clear levels faster.
-
Developed enemy, trap, and boss AI using UE4's behavior tree and blackboard tools.
-
Implemented logic for various types of enemy attacks, such as ranged/projectiles, melee, AOE, & special attacks.
-
Implemented custom enemy in-air path traversal (using EQS) to navigate around obstacles while flying.
-
Built support for 3D/2D perspectives while building logic for all mechanics/enemies.
-
Built account creation/selection, storefront to buy items, wardrobe carousel, level select, and settings UI.
-
Debugged by writing extensive unit tests for gameplay logic, AI, and UI.
A 2D platformer that invites you to sing into your microphone to solve musical puzzles and discover the power of your voice as it changes the world.
-
Responsible for adding support and passing certifications for the PS4, Xbox One, Nintendo Switch, Android, and IOS releases using the Unity engine.
-
Worked with dev kits for the above platforms, using provided SDK tools to analyze performance and memory.
-
Developed logic for platform-specific features, such as achievements, touch controls, mic support, haptic feedback, saving/loading, and cloud storage.
-
Reduced total memory size by 65% by utilizing the Addressables system, sorting assets into groups, compressing them, and loading them dynamically as needed.
​
An upcoming experimental virtual reality game enabling the player to "channel surf" to alternate dimensions. Every level in Channel Surfing will be known as a channel. Each channel is a self-contained experience that the player can enter and exit as they desire.
-
Lead a squad of 4 people responsible for tools and integrations between all squads and channels.
-
Created tools, plugins, and smaller scripts to help designers, artists, and other programmers in their work on the core game.
-
Wrote and managed the technical design document and document that listed tools our squad provided to the rest of the team.
-
Managed, coordinated, and hosted meetings with multiple squads in how best to unify everyone's work into one coherent product.
-
Helped in debugging issues within code by utilizing unit/integration tests (via Unity's Test Runner & profiler).
An AR capable mobile dart throwing game. A casual competitive game where you can earn points and see who is the best at Darts! Battle against other players locally or online and put your Skillz to the test! Made for the Skillz 2020 Kickoff Challenge.
-
Lead a team of 14 people to release a game within a month.
-
Successfully integrated the Skillz SDK for networking capabilities.
-
Provided and communicated effectively the vision for each gameplay mechanic, as well as the art and audio assets.
-
Followed Scrum methodology as the Scrum Master. Hosted daily Scrum meetings.
-
Wrote and revised the Game Design Document, Technical Design Document, and storyboards.
-
Created and maintained issue tracking and project management with Jira.
​
A Risk army controlling game using cards. Take on multiple AIs in an effort to conquer a variety of islands. Volunteered to work for a charity organization (Games for Love).
-
Implemented entire backend system for all gameplay features.
-
Designed multiple opponent AIs using decision trees.
-
Coded user interaction including selecting cards and dragging / dropping.
-
Coordinated with 2D/3D artists, audio engineers, and game designers to help bring their ideas into the game
Entry in the 2020 UCI Global Game Jam. A single light surrounded by darkness, undertakes a journey to restore light and balance to the world. Time is in your hands as you aim to restore balance by manipulating the time of the orbs around you. Can you bring light to the illusion?
-
Put together a game in 48 hours.
-
Integrated Oculus and Steam VR SDK.
-
Utilized and modified Chronos plugin.
-
Wrote game manager, enemy assets, player, and health systems.
-
Created "magic wand" tool that controls the time (fast-forward, slow, reverse) of any moving object.
The Qore Engine is my 2D game engine built using C++ and Lua, with the SDL and GLM libraries.
-
Built the architecture of a 2D game engine from the ground up.
-
Used Lua for embedded scripting and configuration.
-
Utilized SDL library to handle graphics, sound, and hardware input.
-
Wrote a game loop that involves initializing entities into the game world, handling update cycles with a fixed time step, and rendering visual & auditory elements.
-
Created a component-based system that allows for attachable modules such as sprite, transform, collider, sound, text, and emitter components.
Play a lonely intern who's tasked with breaking into the boss's office. Crack passwords, find secrets, uncover company conspiracies, and learn about the lives of the world you find yourself in.
-
Designed and simulated an operating system within the game.
-
Coded seamless transitioning from 3D first-person gameplay to 2D interaction.
-
Developed interactable objects that can be picked up, examined, and put away.
-
Wrote and integrated the story using storyboards.
-
Wrote and produced the soundtrack