Neighborhoods (TBA)
Role: C++ Gameplay Engineer Intern at E-Line Media.
Contributions: Designing pedestrian behavior using ECS and an interior parallax mapping system for building windows.
Skills: C++, Unreal Engine 5.
Role: C++ Gameplay Engineer Intern at E-Line Media.
Contributions: Designing pedestrian behavior using ECS and an interior parallax mapping system for building windows.
Skills: C++, Unreal Engine 5.
Role: Graphics Engineer at Puckish Games.
Contributions: Developed shaders and render pipelines for performant visuals. Worked with Art and Engineering leads.
Skills: C++, Unity, Shaders.
Forward and Inverse Kinematics with a skinning implementation.
Skills: C++, OpenGL, Animation.
Custom C++ game engine built on SDL3 GPU, showcased with a 3D remake of Qbert.
Skills: C++, Engine Development, SDL3, Shaders.
PSCP game jam entry about a robot reviving a factory, with gameplay systems written in Unreal C++.
GitHub · Itch.io · YouTube · Slide Deck
Skills: C++, Unreal Engine 5.
A CPU ray tracer with Blinn-Phong shading, soft shadows, and anti-aliasing.
Skills: C++, OpenGL, Shaders, Rendering.
I’m a 21 year old graphics programmer and C++ software engineer.
I’m passionate about the intersection between art and computing.
Some topics I’ve worked on are Procedural Animation, Game Engine Development, Real-Time Fluid Simulation, and VR interaction.
I got my B.S in Computer Science at USC in 2026. I will get my M.S in Computer Science at USC in 2027.
Some awards that I or my projects have received are a 2024 Yugo BAFTA Longlist, PlayStation Career Paths Scholarship, and 2024 Milan Indie Awards - Best VR.
During my free time, I enjoy hiking, cooking, and watching movies. If you ever bump into me, tell me about your favorite movie!
The picture on the left was taken on the Pohono Trail in Yosemite National Park.