Game Engineer
2D instruction-card game awarded 2nd Judge Choice and 4th Audience Choice at UCI 2026 Zotjam. I implemented an idle/movement finite state machine integrating Unity Input System actions with card-triggered abilities, and a LinkedList-based deck with pre-game selection, last-in-first-out execution, and event-driven UI updates.
Vampire Survivors-like 2D school project. I engineered weighted enemy spawning with timed unlocks, active-enemy caps, and scaling wave sizes and enemy stats. I built prefab-keyed object pools and a ScriptableObject-driven weapon and upgrade pipeline, with queued level-up events and paused gameplay during upgrade selection.
Collaborative 2D platformer centered on pogo-style downward attacks. I worked on Rigidbody2D movement, double-jump and dash unlocks, one-way platform drop-through, checkpoint respawning, projectile hazards, and scene-to-scene spawn persistence.
Implemented a CPU path tracer with ray-sphere intersections, recursive ray scattering, and diffuse, metallic, and dielectric materials. Added multisample antialiasing, gamma correction, and a configurable perspective camera with depth of field.
Double Major: Computer Science; Game Design and Interactive Media
GPA: 3.85