Gameplay Programmer and Technical Designer

About Me

Nice to meet you! I am a Gameplay Programmer and Technical Designer studying Computer Science and Game Design at DigiPen Institute of Technology (expected Apr. 2025) with a mission to bridge the gap between imagination and reality. With strengths in both coding and design, I thrive when developing captivating gameplay systems that immerse players in interactive multimedia experiences.

Currently, I am AI Programmer and Technical Lead on a team of nine students creating a dungeon-crawler party game. As a leader, I foster a collaborative, goal-oriented environment where innovative ideas thrive by inspiring my team to harness their creativity and expertise to achieve quality results.

Portfolio

View Résumé

Cats & Critters: A Dungeon Claw-er
AI Programmer | Technical Lead
Fall 2023 - Present (Unity Engine; Team of 9)

A whimsical "co-op-petitive" dungeon claw-er where a party of adorable cat wizards explore an ever-changing island of discovery.

Pitched original game concept to peers and industry mentors. Realized our vision by implementing utility-based AI in a procedurally-generated world with a varying number of players.




Inline: Out of Time
Systems Programmer | Technical Lead
Fall 2022 - Summer 2023 (Custom C++ Engine; Team of 12)

An adrenaline-fueled 2D platformer set in a retro-futuristic city. Spearheaded physics programming and contributed to a roller-skating, package-throwing experience that defies gravity.

Last seen hosting public playtests at Geek Xtravaganza, and coming soon to Steam! (Wishlist now!)

More details on my experience with this project.




Nowhere to Grow
Physics Programmer | Level Designer
Spring 2022 (Custom C Engine; Team of 6)

A physics-based puzzle platformer about a sentimental onion who solves puzzles by crying on plants to grow them.

Introduced the main concept and narrative arc, engineered the game’s physics simulation and object management, and developed puzzle mechanics and level designs.

More details on my experience with this project.




F.I.S.H. - Fernando's Italian Slice House
Gameplay Programmer | Level Designer
GMTK Game Jam: July 2023 (Unity Engine; Team of 3)

A quirky "QWOP-like" game about a fish's dire quest to escape the chopping block. Delivered humorously floppy fish controls and engaging level design in under 24 hours for a game jam.

Managed scope, feature implementation, and creation of original assets to create a playable product in a single day.

More details on my experience with this project.




K.O. O.S.
Systems Programmer
Fall 2021 (Custom C Engine; Team of 3)

A fast-paced 2D platform fighter where customization is key: fighters gain unique abilities and playstyles with a creative point-buy system.

Engineered many systems, including character customization, collision detection, animation state machines, and combat mechanics.

More details on my experience with this project.




The Chartide Cases
Narrative Designer | Systems Programmer
8 Bits to Infinity Text-Only Jam: December 2020 (Godot Engine; Solo)

A detective game that blends the art of interrogation and clue analysis in an imaginative world where humor, fantasy, and mystery intersect.

Developed a custom visual scripting tool to manage hundreds of dialogue assets.

Selected in 1st Place for the Community Choice Award.

More details on my contributions to this project.