Game Development

Electronic Arts

Rendering Software Engineering Intern

Working on the upcoming Madden & College Football titles' latest graphical features.

Caesura

Lead Programmer, UE5

8-month capstone project for the Florida Interactive Entertainment Academy. You play as Lyra, a young woman healing her forest using the power of music.

The feet rotate and translate to match the normal of the floor.

The aura around the player grows and shrinks depending on if they follow the music with their inputs.

Custom VFX for the forest being healed from a shockwave.

Parasite

First Person Shooter, UE5

Hookscrap

The harpoon is able to capture, reel in, and launch objects in the world

Hand-To-Hand

Players can switch between Little and Big mode. In Big mode they can grab & move around platforms.

StarQuest

Game Director, Programmer

I led the team to design an MMO where players could build and fly their own spaceships. Players could explore a galactic map and discover dangerous planets filled with treasure.

Smaller craft were entity-based and implemented with plugins

The top-down view for one of the open-world planets in StarQuest

Caverns of Prometheus

All narrative dice used in the game

The central board of the game

Some example cards used in the game

An example player's mat

Caverns of Prometheus was a unique TTRPG developed in Tabletop Simulator, where cultures collide and magic is afoot. Tell your own story with the unique narrative dice system where the roll determines unique narrative outcomes beyond simple success and failure.