


Led gameplay and systems programming on a movement-based game which has been played by over 1000 users. Developed and refined wall-running and rolling mechanics using linear algebra and state machines

Delivered 15+ new features for kinetic effects simulation desktop applications, developing 3D editor tools, cross-app libraries, and enhancing model visualization

Added gameplay mechanics such as dodging and buffs to an in-development turn-based title for AI research. Revamped combat encounter creation/loading to allow for designers to easily develop and iterate content. Overhauled tightly coupled classes to allow for easier contributions from the team