Programmer focused on the intersection of rendering, physics, and asset pipelines. Passionate about building robust tools and precise, high-performance gameplay systems.
Engineered the modernization of legacy Xamarin applications into a modern cross-platform architecture. Evaluated and prototyped replacement solutions using .NET MAUI and Flutter before driving the core development in React Native. Successfully developed and shipped the ChurchOne app to the app store in July 2024, while simultaneously building the scalable foundation for the main SermonAudio app. Focused on delivering seamless media playback and optimizing rendering performance for large datasets.
Awarded by faculty for exceptional academic and technical performance within the master's program.
Demonstrated rapid problem solving, algorithmic efficiency, and debugging under a strict time limit.
A collaborative fan project consisting of linear platformer levels translated from 2D animations. Implemented precise player physics, state machine logic, and automated WebGL builds and deployments via GameCI.
Developed for an Advanced Computer Graphics course, this custom physically based rendering material implements Rouard's Method and spectral loops to simulate thin-film interference on surfaces like soap bubbles. The project culminated in a final render of a compact disk's complex iridescence, demonstrating accurate computation of light behavior while highlighting challenges and areas for further refinement in physical light simulation.
A custom combat game prototype built entirely from scratch using C++ and OpenGL. Focused on understanding the rendering pipeline, handling low-level memory management, and implementing custom collision detection and game loops without relying on a commercial engine.
A collaborative virtual reality experience designed to teach real-world maintenance tasks, such as jumpstarting a car and changing oil. Programmed spatial interactions, sequence logic, and grab-physics to guide users through hands-on educational processes.
Designed and developed a custom programming language with basic syntax to deepen understanding of language architecture. Built the lexer, parser, and abstract syntax tree (AST) evaluators from the ground up to process and execute custom logic.
A computational engine and UI designed to solve the Kanoodle puzzle. Utilizes heavily optimized backtracking algorithms and efficient state management to calculate solutions for complex 2D packing constraints.
Developed an automated solver for the rule-mutating puzzle game "Baba Is You" utilizing multiple search architectures. To overcome the exponential state explosion of standard BFS and push-combination algorithms, I engineered an optimized "Logic Solver." This advanced mode evaluates high-level macro-actions (e.g., making/breaking rules, sinking objects) and simulates the resulting board states to calculate logical solution steps for complex levels.