I have a passion for game design and development. I'm a console gamer at heart; I grew up on Nintendo, playing Mario, Zelda, and Sonic, and have since expanded my perspectives to include Xbox, PlayStation, and PC. I love The Last of Us, Mass Effect, The Legend of Zelda, and Overwatch, but I'm especially invigorated by smaller projects, including Journey, Braid, Undertale, and The Stanley Parable.
I've more recently become incredibly invested not just in playing games, but in the game development process. I spent the Summer of 2017 working as a Game Design intern with the Central Design team at Activision Blizzard, helping out on lots of cool projects including Call of Duty: WWII. I have also continued to work on small projects using Unity, Unreal Engine, Maya, and a couple other tools.
Check out some of my projects below! I've linked to a GitHub repository for each, one with the full Unity project and one with just playable builds of the games:
THE Physics Room (CS 175 Final Project)
This Physics Room was my final project for my Computer Graphics course. Built in Unity with C# programming, these rooms have dynamic audio and various stylized physics materials, including destructible glass. Check out the writeup in either the build repo or the full project repo for more info!
"The Mine" was a small experiment in the Summer of 2016. It was an exercise in environment creation, dynamic audio, lighting, and terrain manipulation. I tried to apply the skills I've been practicing, while also experimenting with new ideas for ways to create interesting spaces.
Dynamic Audio test
This simple audio test was my first foray into reactionary audio in games. While this is an admittedly crude implementation, I'm fascinated by the ways game sound and music can be implemented and manipulated to create an immersive experience that doesn't break the player out of their zone. This test involves just a simple "combat" track that transitions in and out based on player position in a target area.
This game was a bit of a different experience than my other projects. Sunny's Adventure is built in Scratch, a programming interface designed by MIT to help teach CS beginners the basics of programming and computational thinking. I designed Sunny's Adventure as a simple and fun platformer in order to demonstrate to my students the capabilities of Scratch, before we moved on to programming in C.
You'll need Flash in order to play this on the Scratch website. Click below to try it out!
See if you can score enough points to make it to the next level in this frantic box shooter. Shoot green boxes for points and white boxes for extra time, and avoid yellow boxes!
This first-person shooter was an awesome exercise in projectiles and collisions, menu and scoring systems, timers, and random spawning.
This roller ball collectible game was the first game I ever built in Unity. I designed and scored the second level myself, while the first was built off a tutorial course. I built the game from scratch, and had to implement everything from the movement and tail rendering to the enemies and scoring system. Hope you enjoy!
The first project that really lit my fire for CS and Game Development was a Java program to play Battleship that I wrote with my friend Matt. Even though I wrote it several years ago, it's still one of my favorite pieces of code; I had to think through my first real algorithm to give the CPU player a strategy, I had to understand my first data structures to manage the board and the behind the scenes data storage, and I had to think through good UI design to make the game understandable and enjoyable.