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Portfolio

Dunerider

● A personal project worked on during a summer between semesters. ● A technical demonstration of a character controller. ● Hold shift to increase gravity and surf the slopes. ● Done as a solo developer.

Puzzle Garden

● Designed core gameplay systems. ● Imported UI art assets and programmed their corresponding functionalities.

Basil and the Isles of Spice

● Designed and implemented a brand new character controller with 12+ unique states of locomotion. ● Built a number of integral gameplay features to add moment-to-moment depth to gameplay. ● Whiteboxed and designed the tutorial level while collaborating on the design of each subsequent area. ● Worked closely with artists and designers to cleanly implement assets.

Skills

Unity
C#
Game Development
C/C++
Visual Studio
JetBrains Rider
Github
SVN
Trello
Jira
Figma
Blender
Unity Engine
Unreal Engine
Low-Level Custom Engines
Gameplay Design
Mechanics Design
Rapid Iteration Prototyping
Level Design
Puzzle Design
Encounter Design
UX/UI Design
Object-Oriented Programming
Data Structures
Memory Management
File I/O
Debugging
Json
Serialization
Deserialization
Engine Architecture
Graphics Programming
Algorithm Design
Algorithm Analysis
Agent Artificial Intelligence
2D & 3D Vector Math
Calculus
Linear Algebra

Work experience

Lead App / UX Designer
since 04.2024 - Till the present day |HighQFitness
Figma, Slack, Swift
● I established design principles, data flows, information hierarchies, and custom hardware connection guidelines across phone, watch, and web.
Sole Developer
since 08.2024 - Till the present day |“TADC” Fan Project (3D platformer)
Blender, Unity
● Engineered a modular, finite-state machine driven character controller with 18 unique locomotion states. ● Polished moment-to-moment feel with advanced movement tech, including: coyote time & input buffering, jump apex antigravity, opposing-input bonus force, min/max variable-jump height, and more. ● Implemented context-aware abilities, including a procedural IK stretch-grapple with dynamic ledge snapping, and a physicsdriven roll that inherits slope momentum for emergent speed-run routes. ● Architected designer-friendly tuning pipeline with ScriptableObject “stat sheets” that hot-swap movement templates at runtime for easy testing. ● Developed art & rig pipeline (Blender → Unity): modeled, textured, rigged, and animated 19 unique movements. ● Additional systems: retro affine-mapping & vertex wobble shader with drop shadow & fog & toggles, swappable UI depending on control scheme, weighted dialogue framework, and retro resolution scaling + dynamic animation frame reduction.
Technical Designer
07.2023 - 12.2023 |Basil and the Isles of Spice (3D platformer)
Blender, Unity
● Re-architected the code stack for the character controller, delivering a significantly more flexible and capable set of movement abilities. ● Designed and implemented movement mechanics (using the new controller) to provide unique, natural, and engaging movement for players.
Producer / Lead Designer
09.2022 - 04.2023 |BEAR (3D platformer)
Unity
● Produced for a team of 5 engineers, managing the delivery of concept, design, and implementation strategy. ● Structured and delegated tasks to ensure cohesive collaboration and on-time delivery. ● Designed all levels, mechanics, and systems for interactive elements.
Programmer
08.2021 - 07.2022 |Gold Swarm (top-down co-op dungeon crawler)
C++, OpenGL
● Authored physics core & AABB/SAT hybrid collision detection/handling pipeline. ● Built HUD, menu system, and input-aware UI.

Educational background

Computer Science and Game Design (Bachelor’s Degree)
2019 - 2024
DigiPen Institute of Technology

Languages

EnglishNative