Master of Science in Interactive Entertainment
Bachelor of Science in Computer Science
Certificate in Game Studies
Dean's List, Fall 2013 & Fall 2016
Designed and implemented an Unreal Engine 4 plugin for Warp World’s Crowd Control product in C++, for use with C++ and blueprints
Wrote a demo package and documentation for the plugin to ease integration of the plugin into third-party games
Led a programming team of 4 in developing Malediction in the Unreal Engine using C++ and blueprints. This allowed rapid iteration on designs to improve the game during development
Programmed the AI enemies and bosses to achieve puzzle design goals
Designed the AI architecture to allow for flexibility in design. This allowed for rapid changes to the AI’s behavior with few changes to the code base
As of January 21, 2020, Malediction has over 18,000 downloads on Steam
Worked with an 8-person team to create Frankenship in the Unity Engine using C#
Developed a front controller to allow for players to interact with the game using a keyboard or a controller
Wrote code for the health system, camera movement, menu interactions, and movable object spawning throughout the development of the game
Refactored code and tested existing software solutions for mobile testbed
Assisted in design of a mobile testbed for a high-performance computing platform
Developed the serial communications program in C to interact with the testbed
Developed a data-driven game engine in C++
Wrote systems to allow for data to be imported into the engine utilizing JSON format
Utilized multiple software design patters in the development of the game engine