Combat Designer - Summer 2025

Game Developer - Summer 2024

Systems QA Designer - Summer 2024

Programming Instructor - Summer 2022

Designer and Programmer

Designer and Programmer

fishing

Designer and Programmer

Designer, Programmer and Producer

SHADER ART: ▼

3D ART: ▼

Combat Designer - Summer 2025

ABOUT:

  • Diablo IV is a dark fantasy, open-world action RPG that combines hack-and-slash combat, deep character customization, and live-service progression within a grim gothic world.

WHAT I DID:

  • Designed and programmed an upcoming boss encounter from the ground up, creating its full moveset, balancing its abilities, and helping with its quest narrative.

  • Refactored and designed multiple bosses and enemies for upcoming Diablo IV endgame content to enhance challenge, pacing, and player engagement.

  • Collaborated cross-functionally with gameplay engineers, VFX artists, quest designers, and other departments to iterate, polish, and implement encounters effectively.

  • Coordinated with the Diablo IV China team to support the implementation, tuning and vfx of various bosses and enemies for localized versions of the game.

ABOUT:

  • Eggy Party is a colorful, physics-based party game where players control customizable egg characters to compete in chaotic obstacle courses and mini-games.

WHAT I DID:

  • Developed multiple official maps for Eggy Party using the in-house engine, including levels designed for upcoming commercial collaborations and themed events.

  • Built and scripted gameplay mechanics with the game’s proprietary language to create engaging, replayable player experiences.

  • Designed obstacle layouts and gameplay flow to balance challenge, creativity, and accessibility for a broad player audience.

  • Collaborated with cross-functional teams to iterate on level design, incorporating feedback from designers, QA, and producers to refine polish and performance.

Game Developer - Summer 2024

Systems QA Designer - Summer 2024

ABOUT:

  • Marvel Rivals is a fast-paced, team-based shooter where iconic Marvel heroes and villains battle across destructible arenas using unique powers and abilities.

WHAT I DID:

  • Conducted extensive QA testing on multiple gameplay systems, heroes, and maps to identify balance issues, bugs, and design inconsistencies.

  • Authored detailed design and feedback reports analyzing hero abilities, combat flow, and player experience for internal design reference.content to enhance challenge, pacing, and player engagement.

  • Contributed to design discussions by providing data-driven feedback and creative suggestions that enhanced balance, clarity, and player engagement.implement encounters effectively.

  • Assisted in developing and refining QA workflows, improving test documentation and coordination for upcoming content releases.

ABOUT:

  • Code Ninjas is a coding education center where students learn programming, game development, and problem-solving through hands-on projects in a fun, collaborative environment.

WHAT I DID:

  • Taught children game design and development using engines such as Super Mario Maker, Unity, and Roblox Studio.

  • Led summer camps and workshops focused on Web Development, 3D Modeling, and Game Development, fostering creativity and technical skills in young learners.

  • Taught programming fundamentals through hands-on projects, guiding students in debugging, logic building, and interactive design.

  • Supported curriculum delivery and classroom coordination, ensuring engaging, structured learning experiences across all age groups.

Programming Instructor - Summer 2022

Role: Designer and Programmer
Team: 8 Members

ABOUT:

  • Hightower is an in-development Soulslike third-person shooter where players battle relentless waves of vampires while ascending a perilous tower in a desperate quest to rescue their wife.

WHAT I DID:

  • Designed and programmed the Player Combat Controller, creating the foundation for responsive and fluid Soulslike combat. Iterated extensively through hands-on playtesting and player feedback to refine and balance.

  • Engineered the game’s architectural framework, implementing scalable systems for input handling, state management, and combat interactions. Authored technical documentation to maintain code consistency and facilitate collaboration among programmers and designers.

  • Balanced and designed enemy AI behaviors that strategically complement player combat systems like group tactics, and difficulty curves to encourage skill-based progression and dynamic encounters.

  • Wrote comprehensive design documentation outlining the player game loop, covering core battle mechanics, puzzle integration, progression structure, and moment-to-moment gameplay flow to ensure design cohesion across all stages of development.

DOCUMENTATION: ▼

TECH SHOWCASE: ▼

Enemy AI Created using an Parallel Finite State Machine

MEDIA: ▼

Game Architecture is centered around an Event Bus Pattern

ABOUT:

  • Surfobia is a fast-paced, physics-based surfing game focused on momentum, balance, and flow. Players ride dynamic waves, perform tricks, and navigate challenging courses designed to reward skillful movement and timing.

WHAT I DID:

  • Designed and programmed the core surfing mechanics, including momentum-based movement, physics interactions with tricks and combos, and responsive player controls.

  • Implemented a custom movement system leveraging Unity’s physics engine to simulate realistic acceleration, friction, and buoyancy while maintaining arcade-style fluidity.

  • Designed the game’s visual and thematic identity, blending vibrant environments and stylized surf aesthetics to create an engaging, cohesive player experience that complements the game’s physics-driven mechanics.

  • Developed camera behavior and level design tools to support smooth navigation across ramps, turns, and trick sections.

DOCUMENTATION: ▼

Role: Designer and Programmer
Team: 8 Members

TECH SHOWCASE: ▼

Custom Level Editing Tool to create Skateboarding Grinding Splines

MEDIA: ▼

User Interface Created via CS and UML UI System

Role: Designer and Programmer
Team: 4 Members

ABOUT:

  • Just a Fishing Game is an analog horror experience centered on a man who discovers a mysterious fishing game installed on his work computer.

WHAT I DID:

  • Co-designed key narrative events to build tension and atmosphere, pacing the player’s descent from mundane gameplay into psychological horror.

  • Programmed the fishing mechanic and designed a series of interactive in-game surveys, integrating player choices to subtly influence tone and story progression.

  • Developed custom editor tools to streamline narrative implementation, enabling rapid creation of diverse fish types, behaviors, and event triggers to support dynamic storytelling.

  • Conducted extensive playtesting sessions, iterating rapidly on the game’s core loop to refine pacing, atmosphere, and player engagement.

DOCUMENTATION: ▼

TECH SHOWCASE: ▼

Creates Custom SO Objects to allow for rapid creation of various Fish Types

MEDIA: ▼

Custom Full Pass Shaders to create the retro television effect

ABOUT:

  • Untangled is a story-driven interactive game that follows two people as their relationship changes over time. Players move through small, hands-on moments that reflect the characters’ emotions and choices, using simple interactions instead of dialogue to tell the story.

WHAT I DID:

  • Project-managed the development of the game, organizing workflows, assigning tasks, and maintaining production timelines.

  • Designed the game’s visual aesthetic and tone, establishing a consistent color palette, composition, and mood throughout each scene.

  • Programmed and designed a variety of interactive moments that align with key story beats, reinforcing the emotional flow of the narrative.

  • Collaborated closely with the narrative and art teams to ensure seamless integration between storytelling, gameplay, and presentation.

DOCUMENTATION: ▼

Role: Designer and Programmer
Team: 4 Members

MEDIA: ▼

A metafictional first-person narrative game where an A.I. playtester slowly uncovers that they’re being controlled by a sinister game designer and must piece together clues to escape their simulated reality

GAME DESIGN DOCUMENT

GAME DESIGN DOCUMENT

A competitive 2v2 tabletop skirmish game set in a fantasy war-torn world where players use weapons, armor, and terrain manipulation to become the last team standing

A strategic two-player card game where opponents battle for control of three locations using numbered and special cards with unique win conditions

GAME DESIGN DOCUMENT

GAME DESIGN DOCUMENT

A slapstick 2D point-and-click puzzle game where players act as a mischievous A.I. managing a chaotic smart home for Buster Keaton Jr., inspired by The Electric House