I build games, software, and visual systems — from VR titles shipped on Steam to custom shaders, AI agents, and hand-drawn illustration. UCSC Computer Science: Game Design.
Santa Cruz · CA
Co-developed and shipped a VR cooperative game on Steam. Won Grand Prize at the UCSC Games Showcase. Led technical implementation and team coordination.
Custom pixel art shaders, real-time graphics systems, and AI agents. Built low-level data structures and high-performance tools.
Produced a campus-wide alternate reality game. Designed and shipped 6+ digital and analog games across the UCSC campus.
Browser-based character generators with a six-tier loot-drop rarity system. Rolls produce pixel-art portraits, full bodies, and downloadable ID badges with synthesized cinematic audio.
The game of Hex on an 11×11 OpenGL board with random token placement. Determines the winner using a weighted graph for node traversal.
Every pixel on screen is a live cell interacting with every other in real time. A zero-player game running at full display resolution.
AI agent that uses visual pattern recognition to solve Raven's Progressive Matrices intelligence tests, built with Python and the Pillow image library.
Given any Water Sort puzzle configuration, this agent solves it using BFS graph search and returns the exact sequence of moves needed to win.
Calendar slot monitor that watches public Google Calendars and emails you the instant an appointment opens up. GUI + CLI, zero dependencies, one-line Windows install.
Infinite interactive rolling landscape generated with hash maps and P5.js. Marbelous is a collaborative marble game built on the same procedural system.
Analog and hybrid game designs: Rats in a Sewer, La Tour De Bike, and The Obsessive Hobbyist. Designed and playtested from scratch.
Custom Minesweeper with configurable board size and mine count. Random board generation. Built to explore .NET Windows Forms application development.
Co-led a 12-person team from concept to a shipped VR cooperative title on Steam. Maintained Agile/Scrum cadence, owned core gameplay systems, and shipped to launch. Won Grand Prize at the UCSC Games Showcase.
Produced a campus-wide ARG that ran for months across UC Santa Cruz. Designed and shipped 6+ interlocking digital and analog games, coordinated playtests, and built supporting puzzles and props.
Built custom GLSL pixel-art shaders, real-time OpenGL simulations (Conway, Hex), and AI agents in Python and C#. Contributed open-source tooling including PINGEON! (calendar slot monitor with GUI + CLI).
Designed, built, and published indie titles end-to-end — A Salt With A Deadly Weapon, Surrogate, Fatty Bird Learns to Fly, and Marbelous — exploring procedural systems, narrative mechanics, and rapid prototyping.
Coursework spanning graphics programming, AI, data structures, software design, and game studio production. Capstone-track focus on shipping playable, polished work in cross-disciplinary teams.
Ongoing digital illustration practice — character work, composition studies, and visual storytelling. Drives the visual sensibility behind my game and software work.
I'm a Computer Science graduate from UC Santa Cruz with a focus on Game Design. I'm obsessed with the intersection of code, design, and art — that's where the interesting work tends to live.
My work spans shipped VR games, custom graphics systems, AI agents, and full-stack software. I've also produced and designed games at scale, working with teams to ship polished experiences end-to-end.
I'm currently building in the gaming space and looking for opportunities where I can apply my full skill set to ship work that matters.