I have three years of programming experience, having worked with C#, C++, Java and JavaScript. I have experience developing games with the MonoGame and Unity engines. I also have experience developing for web with HTML5 and CSS3 as well as JavaScript using jQuery, JSON, ReactJS, nodeJS and various other libraries. In my free time, I have worked on several passion projects in Unity, including my audio visualizer that I developed in December 2016. I am currently working on DARK, a survival horror game, and Rhythm Highway, a mobile rhythm game. I spend my time working on these projects, polishing my school projects and picking up new languages online.

The Shunned

  • Team Size: 3
  • Release Date: TBD
  • Tools: Unity, C#

Trapped in a forest with night approaching, you quickly learn that the key to survival is staying in the light. Collect clues revealing the dark history of the area and the horrifying group known as The Shunned. Struggle for survival, finding your way through the woods, lighting fires for safety, avoiding traps and more.

STAR BURST

  • Team Size: 1
  • Release Date: December 2015
  • Tools: HTML5, CSS3, JavaScript

Inspired by Agario, I sought out to make a single-player game where your goal is to absorb other stars in order to make yourself larger. As your radius increases, you are able to absorb even larger stars flying around you. But the player must beware larger stars that could zap you of your size and put you at risk of vanishing.

Trellis

  • Team Size: 3
  • Release Date: N/A
  • Tools: JavaScript, ReactJS, Node, Postgres

Trellis is a Target web application used to provide the user with categories of articles teaching them how to use the Ivy Promotions application. The application was developed with HTML5, ReactJS, Node and Postgres. Intended as a replacement for SharePoint, Trellis allows users to create articles with rich text using QuillJS and to upload images or video. My contributions included creating the welcome screen component, getting the category buttons to properly display articles, creating delete buttons for articles and categories, designing the Trellis logo and working with the UI/UX designer to improve and implement the design.

The Northern Lights

  • Team Size: 2
  • Release Date: February 2016
  • Tools: HTML5, CSS3, JavaScript, Canvas

Working with my partner, Juri Kiin, we created a scene that reflects a calm night in the mountains, gazing at an aurora. My contribution was utilizing an analyzer node that provides data from the audio being played which I then used to manipulate the values in a series of quadratic curves to appear to flow like an aurora. I also worked on the layout and design of the scene to make it appear as realistic as possible. I handled all of the CSS as well, creating a pop-up menu that would allow the player to manipulate various aspects of both the scene and the audio itself.

Audio Visualizer

  • Team Size: 1
  • Release Date: January 2016
  • Tools: Unity, C#

A passion project developed in Unity v5.2.3. I utilize the WWW class to load every .wav file from the user’s music folder. The visualization is manipulated with the spectrum data from the file being played. The user can use touch or keyboard input to rotate the visualization move the camera up or down to get different viewing angles. The color theme can also be swapped using a simple dropdown menu. Along with this my audio visualizer includes media manipulation tools such as a scrub bar, fast-forward, rewind and skip buttons. Songs can be shuffled or ordered alphabetically and the HUD can be toggled on or off to get a cleaner view of the visualization.

Tower Builder

  • Team Size: 2
  • Release Date: March 2016
  • Tools: HTML5, CSS3, JavaScript, Canvas

In Tower Builder, players are tasked with building a skyscraper as tall as they can. The more floors they stack, the harder it is to line them up just right. Any pieces that the player fails to stack properly break off, making the tower smaller and smaller.

INVADERS

  • Team Size: 1
  • Release Date: October 2015
  • Tools: Unity, C#

A game utilizing vector-based movement to allow the player to accelerate and decelerate on the screen. I scripted all movement and collision detection using vectors and a basic circle-to-circle collision method, respectively. I randomly generated enemies, who were of level 1 and 2, and added them to an array which was then cycled through to check for collisions with the player or bullets. I also scripted the flashing elements using Unity’s canvas system and I scripted the camera shake effect that occurs when the player successfully shoots a large enemy ship.

project_space

  • Team Size: 4
  • Release Date: May 2016
  • Tools: C#, MonoGame

A real-time RPG created for GDAPS II at RIT. I acted as Project Lead for this assignment. My responsibilities included creating a schedule and deadlines, managing assignments and handling our GitHub account. Beyond those duties, I developed a level creation tool using a Windows Form application and designed each level in the current game with the tool. I also designed the game flow - creating the main state machine and designing the menu interface. I also worked on the inventory and door lock systems. As a side project, I revisited the game on my own to experiment with sound in MonoGame to create a richer experience for the user.

Hillbilly Run

  • Team Size: 1
  • Release Date: November 2016
  • Tools: Unity, C#

Developed for Interactive Media Development at RIT, Hillbilly Run is a program simulating an alien invasion. Utilizing autonomous behaviors as popularized by Craig Reynolds, the simulation consists of aliens that pursue the hillbillies. The hillbillies attempt to flee the aliens, however they will be turned into aliens if captured. All entities use obstacle avoidance and remain within their bounds. Wandering is also implemented for if there are no hillbillies to chase.