RESUME / CV
Professional Skillset
Programming
4 years
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C / C++
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C#
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Object-Orientated Programming
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Data Structures and Algorithms
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Operating System APIs
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STL Libraries
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Memory Management
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Problem Solving
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Debugging and Testing
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AI Programming
Game Engines
4 years
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Unity (4 years)
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Unreal 5 (2 years)
Mathematics
4 years
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Linear Algebra and Geometry
- Analytic Geometry
- Statistics and Probability
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Vector Calculus
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Advanced Calculus
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Discreet Mathematics
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Advanced Physics
Tools
4 years
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Tortoise SVN
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GitHub
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Visual Studio / Visual Studio Code
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Slack / Trello / Discord
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Doxygen
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Valgrind
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Cygwin
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MinGW
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CMake
Design
4 years
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Level Design
- Narrative Design
- UI Design
- Gameplay Design
- Encounter Design
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Systems Design
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Combat Design
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Engagement Theory
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Camera Techniques
Art & Audio
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Adobe After Effects (10+ years)
- Adobe Photoshop (10+ years)
- Adobe 3D Substance Painter
- Maya
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REAPER
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MuseScore
Game Programming
4 years
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GameObject Behaviors
- Art/Tech Pipelines
- UI Programming
- Unreal Blueprints
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AI Programming
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Game Engine Systems Programming
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Graphics Programming
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Audio Programming
Game Projects
2022 - 2023
An Unknown Presence
fan-tazem
ROLE
Producer and UI Programmer/Artist
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Producer Role:
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Created and led milestone PowerPoint presentations which discussed the milestone’s team retrospective, accomplishments, difficulties, as well as the plans for the next milestone.
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Organized and led weekly team meetings. Discussed team scope, individual member updates, and upcoming milestone requirements.
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Organized intermittent design meetings for planning the game’s theme, setting, game play, mechanics, UI, art, and audio.
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Handled the organization of all team documents during each milestone. Running tests and checklists before each submission. Personally checked off all required documentation and finalized all submission material.
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Created 7 milestone production plans throughout the year-long project. Stemming from 1on1 meetings with each team member to discuss their work and future plans. These plans included a 4-6 week plan that listed each member's tasks throughout each week.
UI Programmer and Artist:
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Hand-made all UI art and animations in Adobe After Effects.
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Implemented all UI and HUD widget systems for game.
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Implemented all menus, game screens, and credit scene functionality in the game.
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Created custom art for all menus, buttons, and backgrounds.
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Implemented UI key tracker which lists how many keys have been found in the level, as well as which color the key was. Created custom animated UI art for the key tracker.
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Implemented health and stamina bars which auto updates on player choices. Created custom art for status bars.
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Created custom radio dial UI animation which signified the player’s current timeline. Animates when the player would toggle timeline jumping.
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Created glitch effect which blurs the entire screen into static as the player jumps timelines. Implemented functionality to trigger on button press, pausing all player controller functionality until the animation finished playing.
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Implemented a scrolling alert text box that sends the player messages throughout the game. Has a customizable input text which takes any given message and converts it into a scroll text which stays contained in the UI box. Created custom layered-animated UI to contain the text message originating in Unreal engine.
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Created radio signal animation that fills from 0 to 100. Its fill meter is determined by how close an enemy is. Implemented functionality of finding the closest enemy, calculating their distance to the player, and turning that distance into a ratio from 0-100.
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Implemented UI battery functionality that tracks the progress of all powered fuseboxes in the level. Automatically updates itself determined by the levels existing boxes vs powered on boxes. Created custom animated UI art.
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2021 - 2022
Sleepless Bayou
Third Eye
ROLE
Tech Lead and Art/Tech Programmer
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Management Position
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Acted as Technical Lead for programmers on the team.
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Organized, produced, and managed tasks for the technical team.
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Assisted other programmers on engine and system interface.
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Point of communication for Art and Design Leads.
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Created team’s Technical Design Guide
Programmer Position
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GameObject Manager and Template Components:
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Created a gameobject manager which controls the creation and destruction of all gameobjects, as well as updating all gameobjects each gameloop.
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Gameobjects are controlled by their individual components.
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Created template component class for the following instances: Behavior, Animation, Collider, Physics, Sprite, and Transform components.
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Implemented class functionality for each component including creation/destruction, updating, and custom class variables.
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Behavior Manager:
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Implemented Behavior class for all gameobjects which allows custom gameplay mechanics to be created inside a behavior and added to a gameobject. Behaviors are able to manipulate a GameObject’s position, animation, collision, interaction with other gameobjects, and key-bound behaviors.
Graphics Engine (Render, Shader, Mesh, Texture):
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Used OpenGL to create a render class and manager which handles the creation and destruction of the renderer, initialization, as well as updating the render frame each gameloop.
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Created OpenGL shader class which handles creation/destruction of the shader, initialization, and use of the shader.
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Implemented OpenGL mesh rendering which reads in mesh data, handles mesh creation/destruction, and draws a mesh with its partner texture.
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Implemented texture class which handles loading images and sprite sheets, as well as their creation/destruction.
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Fishing Behavior:
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Implemented behaviors on the Player Character, the player’s boat, and the player’s fishing bobber. This controlled the operation of the object’s animations, as well as switching between animations on an 8-directional path.
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The player switches between sitting in the boat, casting out their line, fishing, and reeling in their fish, all along the 8-directional path. I programmed seamless transitions between each animation and its corelating direction.
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Created behavior for cattails which slow down the player’s boat when they drive through them.
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Implemented the boat’s main light source to follow the rotation of the boat but with an offset towards the front of the boat.
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Implemented the boat's splash which triggers and loops every time the player drives the boat.
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Fog Wall:
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Implemented a looping Fog Wall which rolls across the game camera and seamlessly restarts without notice.
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Enemy Behavior:
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Implemented the animations for the Bayou Beasts attacks. Including moving in 4 directions and switching between different animation sets depending on the enemy state.
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Camera:
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Created the camera class and behavior which follows to player and is bound to the game map.
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Colliders and Collider Manager:
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Implemented Circle, Box, and Line colliders that can be attached to gameobjects.
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Each collider has a customizable size (radius, length, width).
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Collider manager controls all interactions between colliding gameobjects and invokes their subsequent functions if one exists.
2020-2021
Cave Crawlers
The Mashing Taters
ROLE
UI Programmer
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GameObject Manager:
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Implemented the framework of a GameObject manager which controlled all entities in the scene. Player, enemy, UI, menus, backgrounds.
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Handled the GameObject class creation and destruction, as well as customization with Animations, Sprites, Transforms, and Updating.
LevelUp Gamestate:
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Created a gamestate to handle leveling up the player.
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This gamestate gave the player the ability to choose which class to feed their experience points into (Rogue, Bruiser, Tank, or Luck)
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This gamestate gave the player the choice of a reward from a randomized selection of items (Health Potions, Bread Buff, Mushroom Dodge, and Sure Shot Tea)
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This gamestate handled all UI and button drawing. Giving a custom level-up screen with class and shop options.
SpriteSource Manager:
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Implemented a manager that handles all sprites in the game.
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This manager controls the sprite class, including its creation and destruction, texture, UV coordinates, mesh, optional rows/cols for sprite sheets, frame index, and alpha.
UI Manager:
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Implemented a UI manager that handles all objects of the UI class.
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Includes creation and destruction of these items, positioning, and updating.
Animation Manager:
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Implemented an animation manager that handled all animation class objects. This manager handled the creation and destruction of animations, as well as updating animations.
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Created animation class to handle customizable animations including their: frame index, frame count, delays, durations, and animation states (Running, Looping, Done).
Sentence Manager:
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Created a custom sentence generator with customizable text input.
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This class handled the creation and destruction of text, as well as positioning and drawing of text from a custom alphabet sprite sheet.
Combat Log:
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Implemented a combat log that displayed all actions taken in the game by player and enemies.
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Included text summaries of all player attacks, item consumption, level-up stats, fight conditions, as well as all enemy moves and enemy conditions.
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This combat log exists in the bottom right corner of the game. It automatically handles all incoming text, scrolls as the log fills, as well as shapes the text to fit the container.
HealthBar Manager:
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Implemented a health bar manager which is used for both player and enemy.
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Auto adjusts its length based on its connected characters' health.
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Updates the correlating health display number.
Art Assets:
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Hand-made all art that exists in the game with Pyxel and Photoshop.
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Created all environment art, buttons, characters, enemies, alphabet, UI for the main game, UI for all menus, and consumable items with animations.
Education
2020 - 2024
Digipen Institute of Technology
Bachelor's of Computer Science and Game Design
GPA 3.0
"Since 1988, DigiPen Institute of Technology has been preparing students to succeed as skilled engineers, artists, and designers in the growing technology industries. Our programs are intentionally designed to reflect the standards and practices of the professional industries: Small teams with different backgrounds and skills collaborate to apply their knowledge, overcome challenges, and build amazing things together. These teams form the core of our tight-knit student and alumni community."
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Digipen Website: https://www.digipen.edu/about
Work Experience
2021 - 2022
Responsibilities
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Assisted instructors with grading student projects.
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Supported student teams with communication, team-building, and task organization skills.
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Supported students with technical support for debugging, system engineering, and game design.
Skills: C (Programming Language) · Team Building · Team Management · Visual Studio · Communication · Technical Support
2021 - 2022
CS-100: Teaching Assistant
Responsibilities:
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Graded student projects
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Mentored 50+ students
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Out-of-class Instruction Lessons
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Skills: Debugging Code · Assembly Language · Microcontrollers · Interpersonal Communication · Keil uVision
Mentorship
2023 - 2024
SENIOR PROJECT
Digipen Institute of Technology
ROLE
Supplemental Professor
Focus:
UI Programming and Art/Tech Pipelines
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Responsibilities:
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Organized, designed, and taught 6+ lectures on Technical Design, UI Design, Collaborative Design, Gameplay Design, and Art/Tech Pipelines.
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Guided 15 studio teams through a yearlong game development lifecycle: concept, production, post-production.
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Assisted 180 students with technical problems in Unreal Blueprints, Unity, C++ and C# scripts.