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.
- Helped designers and artists deliver game-ready content by creating video guides on workflows and best practices.
- Achieved highest honors at our university game awards thanks to the enthusiasm and dedication of the whole team.
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.