Frontend developer, computer graphics enthusiast, avid boulderer/guitar player.
B.S. in Mathematics-Computer Science, 3.4 GPA
Software Engineer (Contract)
Built an interactive 3D intro sequence for a flagship VR immersive video app in RealityKit/visionOS. Engineered a custom animation engine leveraging 3D Bézier curves for smooth and dynamic visuals.
Software Engineer (Contract)
Designed and implemented intuitive user-facing pages in Angular for a school admin tool. Architected end-to-end services using Azure functions and an Azure SQL database.
Associate Software Consultant
Full-stack development/consulting position. Tasked with providing strategies to third-party clients on how to optimally leverage Liferay DXP to meet their functional requirements. Multi-project experience using React/Freemarker/SCSS to create sleek and UX-friendly components that meet design specifications.
Lead Programmer
Developed two competition bots with multi-threaded autonomous subroutines, closed-loop control (PID), and an award-winning vision pipeline. Integrated a suite of motor controllers and a Linux coprocessor (NVIDIA Jetson Nano) over a network-table based interface. Taught and led a team of 8 peers throughout an intense twelve week sprint of competition, collaborated using Git source control.
Realtime Java/LWJGL voxel path tracer based on the paper Efficient Sparse Voxel Octrees by Samuli Laine and Tero Karras. 2 bounces 1080p ~30fps, up to 2048^3 world size, implemented on GPU. Created a custom octree layout to maximize memory coherency/efficiency and minimize ray traversal time.
Developed React/TS frontend for a payment and booking service designed for day-of booking and stat tracking in the escape games niche. Implemented static page rendering with Next.js, created queries in GraphQL to populate front-end components from a PostgreSQL database. Supervised and contributed to a 35k lines codebase.
Led the software development of two competition bots. Highlights include an award-winning vision pipeline, field position based shot calculation, and a PID controlled climb mechanism.
Multiplayer roguelike with a heavy emphasis on class specialization and item-based progression. Built using Godot.
Twin-stick beat 'em up game created in 7 days using Godot for the 2024 Pixel Game Jam. Officially judged as 5/5 stars in the Mechanics, Pixel Art, Design, and Theme categories.
Top-down puzzle game created in 7 days for the 2019 Community Game Jam. Developed with my brother in GameMaker Studio 2.
A collection of browser games all created in under 72 hours for various Ludum Dare game jams.
Built in Svelte using Tailwind CSS and Skeleton UI. Deployed using Netlify. Icons from Font Awesome.