Projects
Project Ocelot
(In Development, Flight Paper Studio LLC)
Project Ocelot is the code name for Flight Paper Studio's first game currently in development. As the founder of Flight Paper Studio, I oversee all business operations and development. I am the programmer, designer, and producer for the project. As the programmer and designer, I design and implement all of the game's systems and features, and as the producer, I lead all team meetings to keep team members organized and on task.
Project Ocelot is being created using Unity.
Project Ocelot is being created using Unity.
Aim Lab
(2022, Statespace)
Aim Lab is a first-person aim training application in early access on Steam with over 25M users. As a software engineer, I refactored/developed the leaderboard, tool tip, UI, localization, social systems, and VALORANT integration systems. As an engineering manager, I managed a team of junior and senior developers (across multiple continents), delegating tasks, coordinating between departments, reviewing code, and mentoring junior devs. I also conducted interviews, onboarded new hires, and oversaw the release pipeline of dozens of updates, patches, and hotfixes to the live product.
Aim Lab was created using Unity.
Aim Lab was created using Unity.
Non-Lethal Campaign Mod
(2020)
Non-Lethal Campaign Mod is a mod for XCOM: Chimera Squad designed to increase the penalties for the deaths of both civilians and enemy combatants in order to encourage non-lethal takedowns. I was the programmer, designer, and producer for the project. As the programmer and designer, I designed and implemented all of the mod's systems and features, and as the producer, I monitor the product's store presence and respond to all product inquiries.
Non-Lethal Campaign Mod was created using XCOM: Chimera Squad SDK.
Non-Lethal Campaign Mod was created using XCOM: Chimera Squad SDK.
Character Name Generator
(2019, Flight Paper Studio LLC)
Character Name Generator is a Unity Plug-in designed to easily generate random character names, nicknames, genders, and origins while remaining robust, modifiable, and expandable. I was the programmer, designer, and producer for the project. As the programmer and designer, I designed and implemented all of the product's systems and features, and as the producer, I monitor the product's store presence and respond to all product inquiries.
Character Name Generator was created using Unity.
Character Name Generator was created using Unity.
FabuLingua
(2019, FabuLingua Inc.)
FabuLingua is a children's language-learning application that was launched in 2019. As a lead programmer, I implemented the application's data storage and state management systems, analytics and feedback reporting features, and user settings interface. As a technical lead, I managed developer tasks as well as helped in decision making for hiring and adopting new technologies for the product.
FabuLingua was created using Unity.
FabuLingua was created using Unity.
disruptED
(2018, disruptED, LLC)
disruptED is an AR/VR children's learning application that was launched in 2018. As a contract programmer, I fixed issues with shader graphics and 3D interactions as well as making various UI improvements.
disruptED was created using Unity.
disruptED was created using Unity.
Spatial Planning
(Cancelled, Logistics Management Institute)
Spatial Planning was a Mixed Reality training application for the Microsoft HoloLens that was cancelled in 2018. As a lead programmer, I implemented many of the application's input systems, graphical features, and interface. As a product lead, I presented the software to executives, scientists, and military personnel in meetings and various trade shows.
Spatial Planning was created using Unity and Microsoft HoloLens.
Spatial Planning was created using Unity and Microsoft HoloLens.
Training & Maintenance
(Cancelled, Logistics Management Institute)
Training & Maintenance was a Mixed Reality training application for the Microsoft HoloLens that was cancelled in 2018. As the sole programmer, I implemented all of the application's systems, features, and interface. As a product lead, I presented the software to executives, scientists, and military personnel in meetings and various trade shows.
Training & Maintenance was created using Unity and Microsoft HoloLens.
Training & Maintenance was created using Unity and Microsoft HoloLens.
Body Morph Assessment
(Cancelled, Pennington Biomedical Research Center)
The Body Morph Assessment was a body image diagnostic research tool that was cancelled in 2017. As the sole programmer, I implemented all of the application's systems, features, and interface. As a designer, I worked with psychologists, clinicians, and statisticians to ensure that the research tool would meet all of the goals and scientific standards of the Behavioral Technology Lab.
The Body Morph Assessment was created using Unity.
The Body Morph Assessment was created using Unity.
Body Image Workbook Project
(Cancelled, Pennington Biomedical Research Center)
The Body Image Workbook Project was a body image clinical intervention and mobile role playing game that was cancelled in 2016. As the sole programmer, I implemented all of the game's systems, features, and interface. As the lead designer, I worked with a team of psychologists, clinicians, and dietitians to adapt study questionnaires and mental health exercises into gameplay systems and interactions. As one of the project managers, I set deadlines and led meetings to help the team stay organized and in communication with one another, and I interviewed and recruited artists, musicians, and writers for the project.
The Body Image Workbook Project was created using Unity and Yarn.
The Body Image Workbook Project was created using Unity and Yarn.
Evasion
(2015)
Evasion is a local multiplayer strategy game. As the sole programmer, I implemented all of the game's systems, features, and interface. As the producer, I worked with the game's original designers to create a digital adaptation of their board game that was true to their vision as well as facilitate discussions to resolve long-standing design issues. I also worked to get the game showcased at the 2015 Red Stick FutureFest.
Evasion was created using Unity.
Evasion was created using Unity.
Heroes of Shadow Guard
(2014, Iron 27 Inc.)
Heroes of Shadow Guard is a mobile role playing and strategy game. As the main UI programmer, I implemented and programmed the game's UI for the HUD and many of the pop-up and pause menus. I also integrated the Facebook API and Twitter API for the social media aspects of the game and worked on programming the client side implementation of the inventory system, including gear, consumables, gems, and item crafting. As the project manager, I set deadlines and led meetings to help employees stay organized and in communication with one another.
Heroes of Shadow Guard was created using Unity and Daikon Forge.
Heroes of Shadow Guard was created using Unity and Daikon Forge.
Hue
(2014)
Hue is a 2-D action platform game. I designed all of the game's abilities, enemies, and levels. I also worked on programming and implementing all of the levels as well as code optimization and bug fixing across many of the game's systems. As a producer, I worked to ensure that the programmers, musicians, and artists worked together efficiently and effectively and presented the game on stage at the 2014 RedStick FutureFest.
Hue was created using Unity.
Hue was created using Unity.
Lucidity
(2014)
Lucidity is a 3-D puzzle and exploration game. I designed all of the puzzles and implemented many of the levels in the game. I also worked on programming the game's portal system, Penrose stairs, and infinite hallways; I was also in charge of code optimization and bug fixing across many of the game's systems.
Lucidity was created using Unity.
Lucidity was created using Unity.
FIRST
(2013)
FIRST is an interactive poem made in collaboration with writer Elizabeth Clausen. I designed and implemented all of the game's systems and interactions. FIRST was created using GameMaker.