Game Engineer
2026 Spring Zotjam submission that won 4th in Audience Choice and 2nd in Judge Choice at UCI 2026 Zotjam. I built the core card-driven movement architecture, connecting a player state machine, input actions, and ability execution so each card changes the character's behavior through reusable systems instead of one-off level scripting.
Vampire Survivors-like 2D school project built around scalable combat systems. I engineered weighted enemy wave spawning with time-based difficulty curves, pooled runtime objects for enemies, XP pickups, and a modular weapon/upgrade pipeline driven by ScriptableObject data so new weapons, enemy types, and progression options can be added without rewriting core logic.
My first Unity project: a 2D platformer built around pogo-style downward attacks. I worked on Rigidbody2D movement, sprinting, jumping, double-jump and dash unlocks, one-way platform drop-through, checkpoint respawning, projectile hazards, and scene-to-scene spawn persistence.
A 3D puzzle horror game set in a university classroom where the student has to correctly solve multiple problems to escape.
Majoring in Computer Science
Majoring in Game Design and Interactive Media