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Systems, tools, and gameplay I shipped or prototyped across engines—clean reads, resilient code, and strong player feel.
EverStride
2D endless runner pairing a tight jump loop with lo-fi soundscapes. Shipped across mobile and desktop with robust accessibility.
- Core tech: player controller, procedural ground generation, speed scaling & unlockable scenes.
- Access & polish: Easy Mode, 3 color-blind modes, haptics/audio toggles, 15 languages, iPad & Vision Pro support.
- Services: global leaderboards with profanity filter, stats & telemetry-style tracking.
 
         
        Exo: Breakpoint
Wave-based PvE prototype centered on a signature slow-time ability (Breakpoint) and an open-hub arena.
- Systems: C++ wave manager, adaptive spawners, Breakpoint slow-time w/ VFX & cooldown, HUD signals.
- World & feel: elevation & cover reads, pursuit tuning, day–night cycle, FOV modulation.
- Goal: high tempo loops with clear reads and tactical slow-downs for planning.
Kaida: The Little Dragon
Narrative 2D puzzle-platformer. Built the mechanics stack and authored puzzle systems with fast iteration and readable feedback.
- Core mechanics: movement, wall-jump, dash, coyote-time, crate push & collision.
- Puzzle systems: pressure plates, moving/bouncy platforms, checkpoints; parallax & particles.
- UX & tooling: menus/UI, cutscenes/trailer, repo management and build pipeline.
 
         
        Endless Protocol
Top-down survival shooter around a 20-minute restoration objective with clean critical pathing and replayable loops.
- AI & systems: grid-aware pathing, adaptive spawns, dash ability, encounter readability.
- Front-end: title/win/lose/settings flows, dialogue segment, opening cutscene, trailer.
 
        Hi-Fi Dodgeball
3D prototype to establish a Blender→Unity pipeline and timing-based throw/catch mechanics with a lightweight state machine.
- Character controller, timing windows, basic AI states.
- Original model/rig/anims authored in Blender and imported to Unity.
Café Crescendo
Narrative project with branching dialogue and mini-games (drink crafting, rhythm performance). Focus on authoring tools and UX.
- Dialogue graph (branches/state), choice UI, save/load.
- Prototype mini-games & interaction patterns; content pipeline.
 
        Professional
Axis Football 2026
Designing a procedural college-stats system that converts hidden attributes into position-specific performance for scouting and sim.
- Balanced distributions for fair gameplay & readable outputs; integrated with scouting UI.
- Earlier internship: stadium environment implementation, crowd systems, QA flows.
 
        