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Projects

Kintsugi 3D Builder

During the spring semester of 2024, I was a volunteer researcher for a professor at UW-Stout. I contributed to a photogrammetry software called Kintsugi 3D Builder alongside several other students. The software is designed to enhance 3D models generated from photos with additional empirical data. My major task was improving the file upload system for creating projects to improve user experience. This application is made with Java and JavaFX.

Sunshredder

During the fall semester of 2023 and spring semester of 2024, I was a co-lead programmer on a team in my capstone Game Design class producing a game called Sunshredder. Our team consisted of 7 programmers and 5 artists working together. Sunshredder is a rhythm-based boss fighting game built using Unreal Engine Blueprint and C++. I was a major contributor to the structure of the game, coded vital gameplay systems, as well as led major refactoring efforts to ensure our codebase was clean and easy to work with. We used a very structured workflow utilizing Agile methods, Microsoft Teams, and regular team meetings.

Hermite Curves

In the fall semester of 2023, for a final project in the class Computer Graphics, I worked with a partner to create an animated water shader based on Hermite curve functions. I researched the functions and implemented them in an OpenGL project, using them to mathematically produce realistic waves that would ripple across the sample water plane.

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Spidered

In the fall semester of 2023, I worked with a partner to create a game called Spidered for the class Physics Modeling for Game Programmers. The game is directly inspired by a game called Webbed and is built using mathematically accurate physics equations. I implemented a level editor as well to improve the game layout. Spidered was built in Visual Studio Code using Python and the Pygame libraries in the span of two weeks.

Wave Function Collapse

In the summer semester of 2023, for the class Programming in Game Engines, I created an implementation of the Wave Function Collapse (WFC) algorithm. WFC is an algorithm for procedurally generating a grid-based structure based on collapsing the possibilities for each grid space one at a time in a similar manner to solving a Sudoku puzzle. I built this project in Unreal Engine C++ from scratch.

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Grazer

In the spring semester of 2023, I was part of a team of eight who developed a game called Grazer using the Godot game engine and the GDScript language. I implemented a dynamic terrain generation system, a chunk loading system, and a large portion of enemy AI behavior. We used an Agile workflow, including daily Scrum meetings and Sprints.

Shovelware

In the fall semester of 2022, I was the lead coder of a small team that developed a game called Shovelware in the Unity game engine using C#. I implemented 

​the inventory system, combat system, lighting, character animations, and several enemy behaviors. I managed the other coders, delegating work and holding regular check-ins to ensure smooth progress.​​​​

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