What I’ve done so far:
As a Gameplay Engineer on the Pokémon Go team, I’ve led the technical design and engineering for 2 of our largest new gameplay features: Pokéstop Showcases & Dynamax Battles, both of which I created initial prototypes for and led a small team of other engineers through the entire production process from pre-production to launch.
I’ve also done some smaller projects to enhance the player experience like implementing a new haptics system and tooling to help designers tune UI transitions across the entire game.
Platforms: Android, iOS
Engine & Tools: Unity
What I did:
Built & shipped a local multiplayer game on Steam as a solo developer.
I designed the concept from scratch, play-tested and iterated on the design over time, and implemented all the core mechanics for the game along with the various stages & special arrows.
I also handled the marketing for the game by creating assets for the steam page, cutting together trailers for the game, and posting on social media platforms.
Project Length: ~1.5 years
Team Size: 1 (Solo Project)
Platforms: Windows (Steam)
Engine & Tools: Unity
What I did:
Reunited with (most of) the Where’s My Keys team to create a relaxing game about repairing old books over 2 weeks for the 2021 Seattle Indies Slow Jam.
Since the programmer I partnered with on the previous projects was unavailable, I acted as the sole engineer and gameplay designer for the project.
I created a system for painting arbitrary models, a small art pipeline + system for procedural generation of books to repair, a guided tutorial system, a few easter eggs, and pretty much everything related to the overall flow of the game.
Project Length: 2 weeks
Team Size: 5
Platforms: WebGL, Windows
Engine & Tools: Unity
What I did:
I worked on a scrappy team consisting mostly of engineers to create games and systems designed to entertain workers at Amazon Fulfillment Centers.
Major contributions include designing, authoring, and building a new tutorial system to on-board players, a system for large-scale player contests, and a cross-game progression system.
Project Length: 2 Years
Team Size: 8
Platforms: WebGl
Engine & Tools: Unity, Amazon Web Services
What I did:
Adapted a game by a local board-game designer to Android using Unity. I designed and built the UI interface, encoded the rules of the game into a digital format, created game modes to play against a computer or other players online, and wrote shaders for the various visual effects.
Project Length: 1 Year
Team Size: 1 (Solo Project)
Platforms: Android (Google Play Store)
Engine & Tools: Unity, Facebook SDK for login, GameSparks for multiplayer
What I did:
Working on a tweening framework plugin for Unreal Engine (similar to DOTween in Unity) that is fast, memory efficient, and scalable while also being convient to use with both C++ and Blueprint APIs.
Currently I am testing it out as a local plugin in Yuu Bowling before a wider release.
Engine & Tools: Unreal Engine, C++
What I did: Working on a bowling game in Unreal Engine that is trying to emulate the look and feel of Wii Sports Bowling with some extra flair.
Still currently in development.
Engine & Tools: Unreal Engine, C++
What I did:
Worked with the Where’s My Keys team to create our first game in Godot.
I designed and tuned the overall gameplay and programmed the entirety of the game.
Project Length: 2 weeks
Team Size: 4
Platforms: WebGL, Windows
Engine & Tools: Godot
What I did:
Once again worked with the Where’s My Keys team to create a deck-building survival-stealth roguelike about the beauty and terror of nature for the 2023 7 Day Roguelike Jam.
I designed the overall gameplay concept and programmed the entirety of the game including (but not limited to) level design tools, wildlife AI, pathfinding, procedural generation, card system, etc.
Project Length: 1 week
Team Size: 5
Platforms: WebGL, Windows
Engine & Tools: Unity
What I did:
Reunited again with the Where’s My Keys team to create a card-based tactics game about overcoming your nightmares and trying to get a good night’s sleep for the 2022 PIG-Squad Summer Slow Jam.
I designed the overall gameplay concept, implemented a flexible card system & turn order system, designed the cards, enemies and boss moves, and partnered with our lead artist to define and implement the camera setup & UI.
Project Length: 2 weeks
Team Size: 6
Platforms: WebGL, Windows, Android
Engine & Tools: Unity
What I did:
Reunited with the Where’s My Keys team to create a humorous fusion of mining & cooking games.
I designed the overall gameplay concept and implemented the character controller, level design tools, pizza decorating UI, and game flow.
Project Length: 3 days
Team Size: 6
Platforms: WebGL, Windows
Engine & Tools: Unity
What I did:
Teamed up with 5 other developers(1 Programmer, 2 Artists, 1 Sound Designer, 1 Project Manager) in the Seattle Indies community to make a chaotic, physics-based game over 48 hours for Global Game Jam 2021.
I designed the overall gameplay concept and implemented the character controller, a randomized spawning system, and the post-game screen. I also assisted in the importing of our many models for physics objects that we placed in the level.
Project Length: 2 days
Team Size: 6
Platforms: WebGL, Windows
Engine & Tools: Unity
What I did:
Built a game engine from scratch as a learning project to better understand the internals of engines and rendering systems.
It has a fully featured scene editor that allows for quick positioning and editing of shader properties. It can also serialize and load scenes to and from a json file.
Project Length: 1 year (on and off)
Team Size: 1 (Solo Project)
Platforms: Windows, Linux
Engine & Tools: C++, OpenGL, ImGui
What I did:
Made Out-Loop over 72 hours with a team of 4, where I served as gameplay programmer and designer. I designed and implemented the car driving mechanics, evolving track, as well as the overall gameplay mechanic of building up to a big jump.
Project Length: 3 days
Team Size: 4
Platforms: WebGL
Engine & Tools: Unity
What I did:
Built a game over 72 hours for a Weekly Game Jam as a solo project. I designed & implemented the gameplay, created the visuals, and crafted the overall sound (using existing assets).
Project Length: 2 days
Team Size: Solo Project
Platforms: WebGL, Windows
Engine & Tools: Unity
What I did:
Built a stealth game with a multidisciplinary team over 48 hours for the GMTK Game Jam. Implemented the mechanics related to the levels (Guard Movement, Camera behavior, level creation, etc.), as well as integrating the art and sound effects created by my talented team-mates.
Project Length: 2 days
Team Size: 4
Platforms: WebGL
Engine & Tools: Unity
What I did:
Designed & implemented gameplay for a local 4 player multiplayer prototype. Created the visual assets and look for the game.
Project Length: 3 months
Team Size: 1 (Solo Project)
Platforms: Windows
Engine & Tools: Unity, Asset Forge