Tools Intern

Infinity Ward

  • Implemented UI using PyQt to represent level content in a spatial hierarchy, making it easy to find and select content.
  • Responded to bug reports by reproducing and fixing issues then following up with reporters, ensuring tool stability.
  • Optimized level baking by batching calls to C++ engine code and multithreading Python code, reducing iteration time.

Stumblebumps Unite

  • Prototyped concepts during a game jam, pitched to faculty, and got chosen to lead a 15-person capstone project.
  • Set and translated vision into design goals; met those goals by evaluating and iterating features against playtest data.
  • Designed UI wireframes and used playtest data to iterate those designs, conveying ideas to artists and engineers.

Wash Away

Indie Project

  • Consolidated a workflow for editing multiple actors by creating a one-stop interface with Unity C# property drawers.
  • Increased accuracy and speed of collision data creation by implementing a 2D collision algorithm and in-engine editor.
  • Modified open source, C++/Qt drawing software Krita to support dual-layer editing, eliminating pipeline bottlenecks.

Splatoon Clone

  • Used HLSL, render textures, and shader graphs to write, store, and render paint that appears similar to Splatoon.
  • Optimized GPU render texture readback by moving to an asynchronous solution which improved scalability.
  • Implemented character physics in C# from scratch to support readback of render textures and six movement states.

Paper Guts

48 hour Chico gme jam

  • Designed and implemented AI and animation systems using Unreal Engine Blueprints, Behavior Trees, and Animation State Machines.
  • Tested implementation of assets and systems, debugging blueprints and C++ where necessary to ensure a cohesive product.
  • Conveyed creative vision and technical specification of assets to audio, art, and animation teams through mostly ad-hoc discussions.