Knight's Edge
Lightfox Games (2022)
Senior Software Engineer

- Worked on gameplay features such as new ability actions and effects and special match modifiers like bonuses and challenges.

- Worked on server backend features using Google Firebase for creating matchmaking tickets, real time guild chat, and account deletion cleanup.

- Implemented server features like setting up weekly tournament game modes, private custom matches, and match results.

- Added new AI logic and debugging tools for designers to use.

- Worked closely with UI/UX designers to create new UI for guilds, match results, and private custom matches.

- Technologies used: C#, Unity, JavaScript/TypeScript, Google Firebase, Colyseus Arena, Retool, Google Blockly, Git




Battleverse Champions
Tenacious Entertainment (2021)
Lead Software Engineer

- Worked as a lead software engineer on a small team for many parts of the game such as gameplay, graphics, animations, AI, UI, input, tools, and helped on networking.

- Implemented the game engine based in Unity and all the game modes such as one-on-one deathmatch, 4 player hold the ball, and 1 versus many score attack.

- Implemented the gameplay and tools for the creation of all the character abilities with triggers, conditions, and actions for designers to create many different types of abilities.

- Implemented AI for single player bots that control like players with different variables to move around, attack, and capture important objectives.

- Implemented the UI and menus to select different characters, their ability loadout, previewing abilities, and tutorials.

- Implemented the challenges system for daily/weekly/monthly challenges for players to complete certain objectives for rewards.

- Helped to build the game together with the networking engineer, to be played online with a server and matchmaking using Amazon Web Services (AWS), and implement the gameplay of the network messages.

- Technologies used: C#, Unity, JSON, Skillz, AWS, Git



Forza Motorsport 7
Turn 10 Studios (2017)
Software Engineer

- Worked as a software engineer developer on the UI/UX team but also very closely with Engine, Gameplay, Multiplayer, Services, Tools and Cinematics teams.

- Helped to implement the lobby background loading and game mode state machine system. Was the owner of Freeplay and Splitscreen game modes.

- Implemented the ability for profiles to automatically receive cars that are entitled through downloadable content and show a popup about the newly received cars.

- Worked on Windows and Xbox video options, saving correct settings to profile and defaulting to optimized system options for options such as HDR.

- Implemented telemetry events for data analysis in various systems such as Career, Car Select, Forzathon, and more.

- Fixed many bugs in existing systems such as Car Select, Main Menu and Options, Post Race Rewards Sequence, Rivals, Multiplayer Lobbies, Livery Editor, and more.

- Technologies used: C++, C#, XAML, SQL, XML, Perforce



IGN - “Microsoft pitched Forza Motorsport 7 as the ultimate automotive playset, and it’s hard to argue otherwise. With enough cars to fill a dozen museums and the most generous selection of tracks to date in the series, the amount of driving, experimenting, and racing here is absolutely mammoth. Accessible as always for beginners but crammed with content targeted at lifelong car junkies, Forza Motorsport 7 is Turn 10’s finest love letter to speed and style this generation, no matter what language you speak.”

GameSpot - “By the time I had logged a couple dozen hours in Forza 7, the confluence of environmental and driving realism unexpectedly inspired me to recreate real-life racing events like the famous 1996 Zanardi pass at Laguna Seca. These are the kinds of experiments that Forza 7 inspires, thanks in part to the game's variety and flexibility.”

Polygon - “This is a game for everyone who loves racing. It offers every helping hand to those who want to just thrown themselves around bends, while allowing die-hards to tinker with their rides, and really feel like they are there.”


Harebrained Schemes (2016)
Software Engineer

- Worked on gameplay features like stats, traits, combat calculations, input, objectives, and enemy behavior to make them feel unique.

- Made the animation system using Unity's Mecanim and worked with animators and designers to tie together combat data and animations.

- Implemented enemy combat AI and their state machines with some work on their pathfinding and NavMesh.

- Worked on tools for designers to get data into the game.

- Helped with getting some networking features up and running like projectiles and objectives.

- Technologies used: C#, Unity3D, Google Spreadsheets, JIRA, Git



Hardcore Gamer - “While roguelike and roguelike-inspired games such as these feel like a dime a dozen in recent times, Necropolis stands out simply by being the best that it can be, with a striking visual style, great sense of humor and an enjoyable co-op mode working together with immense, randomized, yet terrifically-designed levels and some great combat.”


Golem Arcana
Harebrained Schemes (2014)
Software Engineer

- Implemented use of Google API for designers to create data into the cloud and then parse into JSON.

- Made the process to automate the creation of paper materials such as the cards and base stickers from data for the print factories.

- Worked on UI of out-of-game menus and in-game menus.

- Helped to implement the gameplay and abilities that Golems, Knights, Relics, and Ancient Ones use.

- Technologies used: C#, Unity3D, JSON, SVG, HTML, Google API, Git



Game Informer - “Golem Arcana is highly expandable for serious miniature enthusiasts, but it’s also just about the best introduction I can imagine into skirmish games of this style. If you’re looking for a fun strategic option, but you’ve been scared of the complexities of tabletop rules, this is the game for you.”

Venture Beat - “Harebrained Schemes has managed to truly enhance the tabletop war-gaming experience and turn it into something that both newcomers to the genre and grizzled veterans can enjoy. Once I got used to the interface and the app, which didn’t take very long, I was pleasantly surprised with how well it worked without interrupting the flow of the game. Having an app manage and enforce all the rules seems like a genius move, and it almost makes you wonder why someone hasn’t tried it before now. 90/100”

Geek Dad - “The bottom line is this: If you look at these images and think it looks fun, believe me, it is. Give Golem Arcana a try. You won’t regret it.”


Shadowrun: Dragonfall
Harebrained Schemes (2014)
Software Engineer

- Implemented new features in the editor and in conversation systems.

- Lots of bug fixing in all areas of the game.

- Technologies used: C++, Qt, C#, Unity3D, ProtoBuf, ANT, Git



PC Gamer - “One of the most memorable and complex RPG stories of the decade.”

Rock, Paper, Shotgun - “Dragonfall’s a big improvement on Shadowrun Returns [...] and it pulls off the smart trick of being both a superior starting point and a more satisfying follow-up.”

Hardcore Gamer - “In many ways, Dragonfall is a more complete and sophisticated version of last year’s Shadowrun Returns. The new campaign setting is utterly compelling, the writing is some of the industry’s finest with astounding prose and character development and the added content simply equates to an experience that is only rivaled by the genre’s best.”


Shadowrun Returns
Harebrained Schemes (2013)
Software Engineer

- Implemented Google Protocol Buffers (ProtoBuf) in editor C++ and Unity3D game C# for all game data.

- Worked in Qt C++ to help build the level editor, the prop editor, character editor, and conversation editor.

- Worked in Unity3D C# on the sound manager, animation controllers, fog of war, visibility casting, and UI.

- Implemented most of the UI such as conversations, main menu, PDA, store, equip, hiring, level up.

- Technologies used: C++, Qt, C#, Unity3D, ProtoBuf, ANT, Git



Giant Bomb - “I hadn’t touched a strategy game with any serious intent until Firaxis turned my world upside down with XCOM. Though Shadowrun Returns assumes too much about the player’s prior knowledge about the universe and too often skimps over introducing key gameplay systems, getting over the hump is worth discovering the deeply gratifying strategy game within.”

Game Informer - “Shadowrun Returns drops players headfirst into this richly realized fiction, combining classic role-playing storytelling with modern tactical battles . . . running the shadows has never been more fun.”

Hardcore Gamer - “This is one of the most satisfying and complete tactical roleplaying experiences to come out of 2013 and realistically the last few years.”


Strikefleet Omega
Harebrained Schemes (2012)
Published by Six Waves
Software Engineer

- Implemented most of the UI, main menu, store screens for iOS and Android platforms.

- Helped on integrating the use of Google Spreadsheets to automatically update game design features and mechanics.

- Hooked up achievements and other mobile device features.

- Worked on various features such as warping ships in, mining, asteroids, touch input, game loop, resolution resizing.

- Technologies used: LUA, MOAI, iPad, iPhone, Kindle, Android, Google Spreadsheets, ANT, Git



EGM - “May very well be the best strategy game available for phones and tablets right now.”

Gamezebo - “A must-download for anyone who enjoys games that require fast reflexes and quick thinking.”

RTS Guru - “It’s like Titan AE and Tower Defense had a baby!”

TUAW - “Strikefleet Omega is an excellent take on line-drawing and strategy, and it’s well worth the free download.”


Crimson: Steam Pirates
Harebrained Schemes (2011)
Published by Bungie Aerospace Corporation
Software Engineer

- Built the entire level editor in WPF and C# that all designers used to make all the levels.

- Level editor can place and edit player ships, place terrain, create locations, paths, flags, and create triggers for game logic.

- Implemented most of the game shell and UI such as main menu and detail cards.

- Wrote much of the trigger-based game logic.

- Worked with Bungie's test team to fix bugs.

- Technologies used: C#, WPF/XAML, OpenGL, LUA, MOAI, iPad, iPhone, SVN



Apple’N'Apps“Crimson: Steam Pirates is an outstanding iPad gaming experience that allows you to dive deeply into the steampunk pirate and sea battle theme. The game just may be the best strategy game in the App Store, and it’s designed so well to fit the iPad. Crimson: Steam Pirates is such a great download for free as you get the whole first saga, and you’ll definitely want the $1.99 second saga after playing the first. Hit the deck, ready the cannons, and fire up the game on your iPad.”

Slide to Play“Crimson: Steam Pirates is like a good book and a game of chess rolled into one. (A) Must Have download.”

Gamezebo“The most fun we’ve had on the high seas since Sid Meier’s Pirates”

AppAdvice.com“The game’s steampunk aesthetic is gorgeous, and almost as enjoyable as the writing’s snarky attitude. The gameplay itself is engaging, and fresh enough to keep the attention focused on the story. Crimson: Steam Pirates just offers a rewarding strategic experience.”

Suite 101“Rest assured, Crimson: Steam Pirates is a top rank title, with excellent graphics and gameplay married to a compelling storyline. This Steampunk-themed adventure belongs in the library of of every iPad gamer and rivals the HD version of Battle for Wesnoth as the top strategy game available for Apple’s tablet computer.”


Go Go Kiddo!
Go Go Kiddo (2011)
Software Engineer

- Built various tools and level editors in WPF and C# that designers used to make levels for Letter Launch and Letter and Number Tracing.

- Wrote all of Stickerbook activity in LUA script from UI to touch mechanics to camera features.

- Hooked up achievements and other mobile device features.

- Worked on the tracing mechanics for Letter and Number Tracing.

- Worked on game shell and UI of main menu, stickerbook, cartoons, and piano.

- Technologies used: C#, WPF/XAML, OpenGL, LUA, MOAI, iPad, iPhone, Kindle, Android, SVN



Geek Mom - “…manages to mix education, fun, and creative play in a way that will engage kids for hours.”

Squidalicious - “…a brand-new app from a team that has obviously invested much time observing the apps kids like to play, and using that information to create “Vitamin Fortified Fun.” They did a great job; in fact I think every one of Go Go Kiddo’s activities could be a stand alone app.”



Pitz Blitz
Global Game Jam 2016 - Theme: Rituals
Team of 5
Ancient Sports Game That Incorporates Rituals As Action Sequences

- Made in Unity3D in 48 hours.

- Create rituals comprised of small actions like jump, dash forward, grab, throw into a sequence mapped to one of two inputs.

- Try to grab and throw the ball into the center ring from the opposing side.

- Up to 4 player multiplayer with AI.





Senior Game Project for DigiPen (2009-2010)
Technical Director, Team of 3
3D Driving Arena Action Game

- Built the architecture for the game engine and logic.

- Focused on creating a robust Singleton object-oriented design for the engine to facilitate the work of other teammates.

- Wrote the memory pool-based memory manager and message system.

- Created a level editor within the game engine allowing level editing during game play.

- Assisted in implementing PhysX.

- Implemented much of the game logic using LUA scripts.

- Wrote much of the math utilities such as vector and matrix math, and simple geometry collision detection.

- Technologies used: C++, DirectX, PhysX, FMOD, LUA, XML, SVN


Junior Game Project for DigiPen (2008-2009)
Product Manager, Team of 4
3D Puzzle Game

- Developed the object factory and object management.

- Implemented a template-based particle system so that policies could be written and attached to create various particle systems easily.

- Helped to construct the game engine logic combining the other engines.

- Wrote the sound engine using FMOD.

- Technologies used: C++, OpenGL, FMOD, XML, SVN


Super Water Adventure
Sophomore Game Project for DigiPen (2007-2008)
Designer and Producer, Team of 3
2D Sidescrolling Action Adventure Game

- Created the physics engine with integration, collision detection, and collision resolution.

- In addition to the physics engine, wrote 2D water physics.

- Wrote the sound engine using FMOD.

- Designed the game play, the player, the enemies, and idea of the game.

- Compiled weekly progress reports and made sure the team was on track.

- Technologies used: C++, C#, DirectX, FMOD, XML, SVN



Graphics and Animation Engine
Individual Project for DigiPen (CS460)
DirectX Graphics Engine with .X Model Loading and Animation

- Built the framework from scratch.

- Implemented DirectX for Graphics.

- .X model loading with manual parsing.

- Quaternion math and VQS for animations.



Cloth Physics Engine
Individual Project for DigiPen (PHY300)
Cloth Physics Engine using Constraints

- Cloth Physics using springs and constraints.

- Euler, Velocity Verlet, and RK4 integration implemented.

- Can change various factors such as wind, cloth length, width, and distance, and able to unpin the cloth.



AI A* Pathfinding
Team of 2 Project for DigiPen (CS380)
Experimental A* Pathfinding using Spring-Based Physics for Formations

- Implemented A* pathfinding.

- Use of spring-based physics for formations using constraints.

- Also simple flow field implementation along walls.

- Formations based on .XML templates.

- If constraints are too far apart, the constraints will break and remaining objects will form a new formation and pathfind for themselves.

- Formations will reform if available while objects of different formations are selected.



Bezier Curves, Splines, and B-Splines Editor
Individual Project for DigiPen (MAT300)
Editor for Different Implementations of Bezier Curves, Splines, and B-Splines

- Bezier Curve implementation using NLI-form, BB-form, and Midpoint Subdivision.

- Splines implementation using Polynomial and Spline.

- B-Splines implementation using Knot Sequences.

- Able to move and add control points.

- Able to toggle different debug information such as shells, lines, control points.