Game Developer, Traditional and Digital Artist
Seattle, WA 98107
Eastern Washington University. Cheney, WA
Major: Studio Art and Printmaking
Minor: German
Graphic Design
Visual Communication
Calculus IV
Linear Algebra
Physics I
Electrical Engineering I
Chemistry I
Geographic Information Systems
Responsive Web Design
JavaScript Algorithms and Data Structures
C# (5 years) Game development and tool creation in Unity.
Cg/HLSL (3 years) Shaders and GPU processing in Unity
Java (3 years) University data structure projects and Project Euler algorithm practice
C++ (2 years) Arduino Maze-Solving robot and game controller interfaces
JavaScript (1 year) LeetCode algorithm practice and webpage scripting
HTML, CSS (1 year) Basic webpage development
Digital Art painting, 3D modeling, texturing, animation
Traditional Art printmaking, illustration, painting
Software Development game development for PC, user experience, GUI systems, tool creation, memory optimization, asset creation, unit testing, XML serialization
Electronics component replacement, part fabrication, maintenance, circuits, microcontroller systems
Mathematics vector physics, geometry, computer algorithms
Unity3d (5 years) Prototype game development, collaborative game projects, tool development. Focus: first-person mechanics, mesh generation, physics, optimization
Blender (2 years) 3D modeling for game engines using mesh creation, UV mapping, Texture painting, and animation. Modeling replacement parts to be 3D-printed for electronics repair
Photoshop (10 years) Photo manipulation and digital painting
Git (2 years) Version control for coding projects, documents, and distribution of Unity packages through GitHub
Microsoft Office/OpenOffice (5 years) Spreadsheets and database management
Developed as a mechanic base for future games from the ground up with emphasis on modular features and physically accurate, intuitive movement. Included demos: bot combat arena, interactive Escher art, and an obstacle course movement showcase.
Goal: Create a reuseable collection of assets and gain experience in the most important aspects of game design.
Features: advanced physical character controller, arbitrary gravity, custom input manager, developer's console, bot AI, 3D mesh navigation, inventory system, scene serialization, OS-style GUI
Technologies: C#, .Net data structures, async methods, attributes, reflection, class polymorphism and interfaces
Two-person collaborative project to create a first-person action adventure game demo using the FPS prototype to supply the core framework.
Goal: Develop a short demo serving as a modern re-imagining of the mechanics of the 1998 game Trespasser to gain experience in modeling, animation, level design, and collaboration.
Involvement: scripting, mesh and texture optimization, scene prefab asset creation
Features: Reaistic interactive environments, time-based architectural lighting
Technologies: Unity Collaborate (version control), mesh and texture optimization for game engines, texture baking, user-friendly tool development
Developed a solution for accurately simulating the sky as seen from Earth. Capable of accurate positioning of the sun and stars for any time and place on Earth.
Goal: Develop and distribute through GitHub a Unity package for creating a realistic 3D skybox for any scene.
Features: Date, time, and location manager, API for astronomy formulas converted to use quaternions for simplicity and accuracy, procedurally generated stars using real celestial body data, location-accurate day/night cycles, skybox-matching dynamic lighting
Technologies: C# LINQ, shaders, Unity package distribution through GitHub, celestial coordinate systems
Developed a Unity package for generating isosurface meshes ranging from infinite procedural terrain to realtime organic moving surfaces using a selection of custom signed-distance field modeling tools.
Goal: Develope and distribute through GitHub a versatile and efficient signed-distance modeling tool for Unity.
Features: infinite static procedural terrain generation on three axes, realtime small-scale chunk regeneration for moving surfaces, modular surface, shape, blending, and lattice algorithms
Technologies: GPU parallel processing, compute shaders, marching cube mesh generation algorithms, signed-distance field shape formulas, matrix transformation