I am a Software Engineering student at Iowa State University, graduating in May 2025, with a strong passion for game development and software design. Initially starting in Aerospace Engineering, I developed foundational skills in Python and MATLAB before pivoting to Software Engineering to pursue my passion for programming and creating interactive experiences.
Over the course of my studies, I have worked on various projects that span solo development and collaborative team efforts, gaining experience in Java, C/C++, HTML/CSS, JavaScript, React, and Unity. My focus has shifted toward game development, where I combine my technical expertise with creativity to build engaging games and interactive software.
Recently, I have been diving deeper into non-Euclidean game mechanics and building custom game engines, along with enhancing my skills in graphics programming and AI systems. I am eager to contribute to innovative projects in the gaming industry, leveraging my diverse technical background and passion for creating immersive experiences.

Non-Euclidean Game Engine & Unity Game Development
Collaborated with a team to design and build a custom non-Euclidean game engine from scratch using C, focusing on innovative spatial mechanics and rendering techniques. Developed a 2D farming game prototype within the engine, featuring non-Euclidean mechanics, light-based gameplay, and suspense elements. My contributions included designing the engine’s core functionality, implementing pathfinding, and integrating graphics and physics systems.
Click for More Info
Lock & Key - Unity Horror Puzzle Game
Designed and developed a single-player survival horror game set in a canyon using Unity and C#. Built immersive gameplay around exploration, AI enemies, and strategic decision-making. Implemented finite state machines (FSMs) to control three unique enemy types with escalating behaviors. Used NavMesh pathfinding for realistic monster pursuit through uneven terrain. Introduced an interactive endgame system where the player plays checkers against a Minimax-based AI that adapts difficulty by search depth. Created dynamic lighting, environmental effects, and inventory-based key mechanics to enhance suspense and progression.

GolfMania - MonoGame
This project is a fully interactive 3D mini-golf game built from scratch using the MonoGame framework and BEPUphysics for accurate real-time physics simulation. It features a dual camera system (Free Cam and Ball Cam), realistic ball collisions, power-based shooting mechanics, and support for both singleplayer and two-player modes. Custom convex hull generation enables dynamic collision for complex course models. The game also includes sound effects, a leaderboard system, and smooth camera controls, showcasing low-level game engine programming and physics integration.

Pokemon Roguelike
A Pokémon-inspired rogue-like game with procedurally generated terrain and gameplay mechanics, built in C and later ported to C++.

ISU Marketplace
A marketplace application, similar to Etsy, where users can buy and sell unique products. Led a team of four developers, ensuring timely completion of milestones.

Nestle Purina NPPC Homepage
Redesigned the Clinton Factory homepage with React, focusing on customizability and visual appeal based on departmental needs.

Nestle Purina Cluster Server Backups
Automated reliable backups for cluster servers using .bat scripts to ensure data integrity.