I BUILD TEAMS.
I'm the founder of Open Alpha at USC, the student-run game design club (club that makes games) on campus. I led design, art, narrative, and programming teams of 15-25 students to publish 3 games to steam and our website for direct download in three semesters. Our games have amassed positive reviews, YouTube playthroughs, and have thousands of downloads and hours played.
Game 1 (Spring 2020)
Video: Wishy Washy (LINK!), our first game released to open alpha (in only about 14 weeks of development!)
Game 2 (Fall 2020)
Game 3 (Spring 2021)
Video: Sinking Inn (LINK!)
I BUILD EXPERIENCES.
HEAVEN INC
Game Design and Programming [Unity, C#]
Video: Heaven, Inc (LINK!)
WHAT I DID
Did all programming, prototyping, playtesting, and core game design for Heaven Inc, a game highlighting the inequities of opportunity in interviews
Did all programming, prototyping, playtesting, and core game design for Heaven Inc, a game highlighting the inequities of opportunity in interviews
NICKELODEON GAMES ENGINEERING TEAM
Haptic Feedback Feature [Unity - Mobile/Tablets]
Tools Engineering for Noggin www.noggin.com, a Pre-Kindergarten Educational App filled with awesome first-party Nickelodeon educational games and content.
WHAT I DID
WHAT I DID
- Implemented haptic feature for team of over 10 interactive video authors ("authors" is Nick's term for the technical game designers for Noggin)
- Added some **buzz buzz** to improve the player experience of mobile interactive video episodes reaching 2.5 million monthly subscribers
- Did all the testing myself (though props to Q&A & the engineering team's collaboration tools for automatically checking backward compatibility with other authoring features) - the company handed me a half dozen mobile and tablet devices, Apple and Android, and I built unit tests and demos to both the Apple ecosystem and Android Studio to verify and improve functionality across platforms
- Did a little Python scripting to implement a tricky postprocessing step correcting paths and flags in Xcode to integrate a Unity plugin to support haptics (which had some major bugs in its provided integration code) into iPhone/iPad builds
- Talked to the authoring (Noggin term for game design)on game development tool user experience using wireframes and A/B testing to increase intuitiveness of the authoring tool
- Implemented custom field drawers and custom inspector logic in Unity for tool intuitiveness
- Shadowed authors to identify painpoints and fixed critical crashes and errors within 6-year mature codebase / brought improvements, fixes., and suggestions back to the team
- Had an absolute blast at my Nickternship (see below)
EDWARDS LIFESCIENCES
Edwards Hand Lab [Unity - Oculus]
Edwards Hand Lab [Unity - Oculus]
One of the things that brought the most value to Edwards Lifesciences (internship)
Inspired by Valve Inc.’s tech demo for their touchless VR “knuckles”
Designed to demonstrate VR’s potential to assist in the expensive training process for heart valve sewing
Inspired by Valve Inc.’s tech demo for their touchless VR “knuckles”
Designed to demonstrate VR’s potential to assist in the expensive training process for heart valve sewing
With enlarged, high-fidelity 3D models to helps users easily identify pieces and minimize risk to real parts
What I did
What I did
- Crucial lighting and rendering optimizations to bring project from "prototype" to VR-ready status
- Implemented intuitive snapping to better users' understanding of how the heart valve pieces fit together
OPEN ALPHA USC
Wishy Washy [Unity]
Wishy Washy [Unity]
What I did
- Led game design process
- Back end shop system & front end shop system
- Item implementations (& effect on gameplay)
- Game UI
- Game builds & installers
- Directed team in midst of COVID complications to publish to Steam on original planned release date
Before/After - Grayboxed shop prototype / Final draft live in alpha version of game
Infatuated [Board Game Design]
This was one of my most difficult pieces of art, and I hope you enjoy it
It also provides one of the best looks at my game design thoughts and process
Other design docs can be found on my blog
It also provides one of the best looks at my game design thoughts and process
Other design docs can be found on my blog
Won "Best Game" at the TrojanHacks 24-hour Hackathon Fall 2019
What I did
- Code - worked on the front-end, bringing the code online to the website to be playable from anywhere. Improved UX to make difficulty selection more responsive and intuitive.
- Game design - utilized game-system-modeling on a whiteboard as our game's rules and design evolved (detailed how components will interact)
- Pitching & documentation- created pitch to show how project was formulated, steps taken to complete it, and how it reached finished state
- Back-end - tweaked mechanics (time limit, speed debuffs), debugged ("Game over" now displaying correctly) implemented UX of difficulty selection ("6:00/12:00" disappears when opposite is clicked)
Formal Game Critiques
Game Design perspective [Industry game designer lens]
Scrabble
Game studies perspective [Academia lens]
Titan Souls
Game Design perspective [Industry game designer lens]
Scrabble
Game studies perspective [Academia lens]
Titan Souls
I BUILD SKILLS.
Magician Member of the Academy of Magical Arts (A.K.A. the world famous Magic Castle LINK)
(I do magic)
(I do magic)
Improv Comedy
4 years of Improv experience, performing regularly in front of crowds of 200+
4 years of Improv experience, performing regularly in front of crowds of 200+
Rock Climbing
Send with me!
Send with me!
Demoed at 5 Hackathons
TroyHacks (USC)- Winner of "Best Game"
CalHacks (UC Berkeley) - Nominee for "Best Beginner Hack"
TreeHacks (Stanford)
HackSC (USC)
Global Game Jam (International, online)
CalHacks (UC Berkeley) - Nominee for "Best Beginner Hack"
TreeHacks (Stanford)
HackSC (USC)
Global Game Jam (International, online)
Last update February 2023