I am a Gameplay Programmer at Airstrafe Interactive with a Computer Science: Game Design degree from UCSC. I have a passion for programming, a strong foundation in 3D math, and an eagerness to learn new things. Below are the programming languages and environments that I have worked with, as well as my most prominent projects.
Please Buy Something
Airstrafe Interactive's first game! A sandbox shopkeeping RPG. As one of two programmers, I write code for nearly everything—from movement and interactions to systems and UI.
*UCSC Games Showcase Grand Prize Winner: Best of over 50 games in showcase*
Cooperative game that combines both VR and traditional controls to deliver a fun and hectic experience. Mostly involved in the implementation of the player's movement and interactions on the traditional controller side, as well as its particle effects. Developed in Unity with a group of 12 members. Check out wacktory.com for more information.
Starcraft II Bot
AI for Starcraft II that successfully beats the medium difficulty CPU. In a group of five collaborators, we created a bot that follows a behavior tree to determine its actions at runtime. Developed with Blizzard's Starcraft II API and Professor Dave Churchill's CommandCenter API in C++.
Procedural Monument Valley
Procedurally generated landscape based on the beautiful rock formations of Monument Valley. I created all the textures (rock, sand, and road) in Substance Designer, and generated the entire landscape in Unity.
Android app that facilitates note-taking and research with the help of Google Cloud Vision to convert images to editable text and citable sources. I developed a system that automatically generates a bibliographic citation with only the book's title. Developed in Java with a five-member team.
2D side-scrolling platformer that explores environmental issues. Consists of three mechanically distinct levels, which are assisted by procedural generation. I was responsible for all the programming, which included physics, accurate collision detection, player movement, random generation at runtime, and state management. Developed in Game Maker Studio with another person.