about me

I'm a computer science student at the University of Utah with a passion for programming. I taught myself how to write C++ at age 11 and have since continued to work on projects that challenge me to improve. I have made over a dozen games, implementing a wide variety of gameplay, while working with a variety of differently sized teams. Through making games I have: won a ticket to showcase a game at GDC, won game jams, and seen my work featured on Markiplier's Youtube channel, PCGamer, and RockPaperShotgun.

selected projects

Torpor

Narative adventure game developed in two weeks for Adventure Jam 2016 by Josh O'Caoimh and me.

I did the programming, including custom shaders, and a menu that could display the player's progress through a graph of memories.

"...sometimes a feeling, a mood, a suggestion of a narrative is enough" - PCGamer

"...it all comes together in some sense through the multiple viewpoints you inhabit, building a small-scale tale of loss" - RockPaperShotgun

"An enjoyable experience that delivers a powerful narrative throughout it’s short, wordless playtime." - Alpha Beta Gamer


Team Size: 2

Roles: Programmer, Designer

Duration: 2 weeks

Engine: Unity

Links: Markiplier's playthrough | Itch.io

Eighteen

An exploration game about growing up. I took inspiration from games like Journey and Flower to make a game that could transport people into another world.


I wrote all of the code for Eighteen which involved an event-driven interaction system, as well as a dynamic day/night/weather cycle. I made models and materials for the game with Blender and Maya, and worked with a musician friend to develop a dynamic system for layering chords on top of the background music as the game progressed.



Team Size: 2

Role: Programmer, Artist, Designer

Duration: Dec. 2014 - Nov. 2016

Engine: Unity

Retrostasis

A 2D puzzle platformer where players must conserve energy and remember how to get back to their friend.

I made the original prototype of Retrostasis solo in 72 hours for Gamejolt's GDC jam. Afterwards I developed the game further with a team of 4 over the course of a summer.

I wrote a custom SAT collision detection and resolution algorithm, and modified an existing ray-casting based 2D lighting system to include efficient collision detection.


- One of 5 winners out of 120 entries in GDC jam 2016.

- Showcased at Gamejolt's GDC booth in 2016.

- 2016 Jolties nominee.

- Featured on Gamejolt's front page.


Team Size: 4

Role: Programmer, Designer, Artist

Duration: 4 months

Engine: Unity