Computer Science student (minor in AI) building networked multiplayer games and gameplay systems across Unreal Engine 5, Unity, and s&box. I care most about systems design and the architecture underneath the fun.
Featured work
The projects I'd want a studio to look at first: networked multiplayer, combat systems, and the architecture decisions behind them.
A networked multiplayer racing/derby game where two wizards crew a single vehicle, where one drives, one casts spells, and they swap roles mid-race. Teams share a health pool and draw spells to sabotage opponents.
I'm one of three project managers: I run meetings, track each contributor's progress, and helped
stand up the binary-safe Unreal pipeline (GitHub + Git LFS with file locking
on .uasset/.umap) plus Steam multiplayer. I also wrote the
C++ graph class behind the spell system — it stores each spell's rune
combination and checks what players draw against them.
A desktop virtual tabletop for D&D-style games: synchronized dual screens (a full-control DM view and a restricted player view), a grid map with drag-and-drop tokens, and a turn-based combat engine resolving attacks against armor class.
I designed the three-tier layered architecture and a Dispatcher pattern with role-specific interfaces to enforce DM-vs-player permissions, and I authored the package, class, and sequence diagrams. Built test-first with JUnit and PR code reviews.
A 2D deck-builder inspired by Slay the Spire, with working turn-based combat: a playable hero, a card/mana/hand system, targeting modes, status effects (burn/DoT), and a conditional perk system.
Built around an event-driven Action System. A central dispatcher runs each action through pre, perform, and post phases, so combat systems react to events without referencing each other. Content (cards, enemies, perks) is data-driven via ScriptableObjects, authored as assets rather than code.
A networked multiplayer volleyball game with bumping, setting, and spiking. The ball, players, and score stay synchronized across connected instances, with auto team assignment and serve rotation.
More projects
A Star Wars themed level built from scratch: a modeled hangar environment, HDRI lighting and post-processing, and imported ships (TIE fighters). Building toward a cinematic capture in Sequencer.
A console roguelike with a shop/loot/boss loop, randomized math/word/logic puzzles for replay
variety, a map-based inventory, and game
entities modeled with struct inheritance. My first C++ game, ported line-for-line so you can play it
right here.
Engineering foundations
The CS fundamentals and full-stack work behind the games, the kind of thing gameplay and engine programmers are expected to know well. Two of them run live on this page.
From-scratch, mostly templated: hash table, AVL tree, BST, min-heap, graph, and linked lists, plus an empirical Big-O experiment validating growth classes.
Implemented and benchmarked seven sorts (quick, merge, heap, radix incl. bit-mask, selection, bubble, insertion) against theoretical complexity.
A regex tokenizer + recursive-descent parser for a small language (BNF grammars, operator precedence), with a Tkinter GUI. PM + core programmer, team of 4.
Express APIs with Sequelize ORM over PostgreSQL, with full CRUD, migrations, and JWT auth using bcrypt, in an MVC structure. Self-directed during my eSUB internship.
Self-hosted full-stack app with in-browser phone-camera barcode scanning, Open Food Facts API lookups with a SQLite cache, and a decoupled three-layer architecture.
Repurposed a Mac mini into a headless Ubuntu server hosting a Foundry VTT and Syncthing, with secure remote access over Tailscale (no port forwarding).
Toolkit
About
I'm a Computer Science student at CSUSM (minor in Artificial Intelligence) who builds games to learn systems design from the inside. What pulls me in isn't just shipping a playable loop, it's the architecture under it: how a dispatcher keeps a UI decoupled, how an event bus lets combat systems stay independent, how to make multiplayer feel right.
I'm Vice President of the CSUSM Game Developer Club, where I've introduced Unity to dozens of new members, and I help lead Wizard Derby. Day-to-day I work as an AI Engineer at eSUB, driving AI-tooling adoption and running weekly workshops, and I tutor CS and math as a Lead Instructional Assistant.
I like teaching, leading small teams, and the hard problems that sit between "it works" and "it's well-built."
Get in touch
Open to game development roles and internships. The fastest way to reach me is email.