In my experience making and playing video games, they represent the epitome of problem solving.
I have always loved games; it's the reason I decided to study computer science. After graduating, I worked as a software engineer and game developer outside of the games industry. I focused on finding ways to apply the skills and concepts behind game development to other areas of technology and engineering.
Three years later, I finally made the leap to games. I love programming for video games, from the frustrations of debugging to the satisfaction of completing a milestone. I enjoy the collaborative and the interdisciplinary nature of game development. I like being able to constantly see and test the results of my work, and that other people can as well to provide player feedback. I am especially interested in gameplay programming.
The ultimate home design and building game offering unmatched customization and stunning graphics. Design and construct your dream homes or entire neighborhoods, solo or with friends. Bring your architectural visions to life exactly as you imagine.
Hometopia is a PC game made in Unity. I joined Hometopia during the 6.0 release cycle as a junior developer, and quickly took on more responsibility, until I found myself leading a small team of junior engineers. I was shortly promoted to a senior developer. I made major contributions to the 7.x and 8.x releases.
I worked on bug fixing, feature development and improvements, and the multiplayer lobby system. I rewrote the friend list, parties, and chat functionalities. I also improved the process for transfering and sharing multiplayer save files.
I developed an audio system to centralize control of music, ambience, and sound effects. I added an easy way to fade audio in and out, and smoothly switch between tracks. I also added the ability to play one-shot sound effects to make the game more vibrant and immersive.
I took ownership of UI development, collaborating with the designers to completely overhaul the UI and give the game a cohesive look and feel. Every part of the game’s UI changed, and the work I did included creating a new main menu, reskinning the settings, updating the in-game UI, and redoing the multiplayer UI.
I created a Portfolio where players can view, filter, and sort their saves. They can see additional information for each save, such as the square footage and time spent on the build. They can edit the title, description, and other details. They can also access a photo gallery for each save to view all the screenshots for that build, edit the thumbnail, and share and delete photos.
I also worked on a feature for prebuilt houses, in which players can choose from a selection of premade houses to use and customize. I helped with the implmentation of that system, and built the in-game catalog for players to access the premade houses.
It's a beautiful day for a picnic. What could possibly go wrong? A few ants never hurt anyone, just squish them!
Defend your picnic from the invading ants in this ant squishing game.
Made for Brackeys Game Jam 2025.1 with the theme "Nothing can go wrong . . ."
With an empty galaxy to call home, Nova and David seek to fill it with light. Play alone or work together with a friend to help the two astronauts, connected by a rope, jump and swing through the gravity-less universe from planet to planet to fill their own galaxy with constellations by collecting stars, avoiding enemies, and teleporting through portals.
Starstruck is a computer game created in a team of 6 made with libGDX in Java and using Box2D physics. As a gameplay programmer for the project, I worked on the physics and implemented all of the game mechanics.
Accomplishments:
An interactive story experience that highlights the importance of mental health. Follow along through 3 themed levels and hand-drawn cutscenes as you watch a touching story of friendship and community.
One Call Away was created in 36 hours in a team of 4 for a hackathon, and was made using Unity.
Awarded Best Design Hack at Cornell's Fall 2019 Big Red//Hacks.
It’s human versus machine in this pinball game gone rogue! With a simple tap to the screen, defeat your sassy digital nemesis by activating and deactivating playfield elements to deflect and hurl their pinballs right back at them as they try to distract you.
Spectacle! is a mobile game created in a team of 7. It was made with Cornell's own C++ game engine, called Cornell University Games Library, or CUGL for short. As a gameplay programmer for the project, I implemented the game mechanics and programmatic animations.
Accomplishments: