Resume
Professional Skillset
Programming & Engines:
C / C++ (2 years)
C# (1 year)
Math and Physics:
Vector Calculus
Discrete Math
Motion Physics
Mechanics
Statistics & Probabilty
Tools:
Tortoise SVN
Doxygen
Cygwin Utilities
JIRA / ClickUp
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MS Office Suite
Slack / Discord
Visual Studio
Valgrind
MinGW
Best Practices:
Code Reviews
Pair Programming
Code Documentation
Unit Testing
Regular Check-Ins
Build Cadence
Design:
Game Feel
Engagement Types
Prototyping
Playtesting
Affordances / Signifiers / Feedback Prioritization
Art & Audio:
10 year traditional / digital art
10 years acoustic guitar
Prototyping
Production:
Interpersonal Communication
Collaborative Problem
Solving
Goal Setting
Agile Project Management
Timeline Management
Interdisciplinary Communication
Team Rituals
Milestones
TCRs
Task / People Management
Shipping
Game Engine Tech:
Created entity management system with component structure
Tools for entity management and component manipulation
Serialization/deserialization of entities/level aspects with JSON
State-based behavior systems
Unity tests for systems with printouts to both console and trace log
Gameplay Tech:
Wrote player controller from both bird's eye view and side view (physics-based)
Enemy AI, patrolling of set paths and algorithmic paths, pursuing/attacking player and enemies
Core mechanics: swinging/shooting weapons, bullet tracking, interacting with objects
Checkpoint systems both with using serialization/deserialization to reset progress and without it
Recognitions
Dean's Honor List Fall 2020 - Fall 2021
DigiPen Institute of Technology
International Baccalaureate Diploma Recipient
2020 International Baccalaureate
2019 Colorado Affiliate Winner
National Center for Women & Informational Technology Aspirations in Computing (NCWIT AiC)
DigiPen Game Projects
AUG 2021 - JUN 2022
Gameplay Programmer & Producer
Return to the Skyway
DigiPen Institute of Technology
Redmond, WA
2D puzzle platformer in C++ engine (team of 13: 17 programmers, 3 artists, 2 designers, 1 sound designer)
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Produced multidisciplinary team of 13; managed schedule, deliverables, scope, milestones, TCRs, pipelines, shipping
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Created team rituals: weekly Show & Tell, monthly Family Fun Time morale events, Week of Peace before each milestone
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Team was ahead of schedule at every Milestone, top sophomore game in the school
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Collaborated with designers to create behaviors for playable and non-playable entities and establish full gameplay loop
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Wrote entity management system (creation, management, deletion) with component structure
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Wrote serialization and deserialization of entities and scenes with JSON
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Wrote player movement and capabilities, including walking, jumping, grabbing, throwing
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Wrote entity behaviors, player/creature animations, creatures destroying obstacles, creature reactions, creature respawn
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Wrote checkpoint system, saving to a user file, activating checkpoints within the level, level save and load
JAN 2021 - APR 2021
Gameplay Programmer & Producer
Pumpkin Paladin
DigiPen Institute of Technology
Redmond, WA
2D rogue dungeon-crawlers with programmatically generated dungeons, in C engine (team of 5 programmers)
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Produced team of 5 programmers, met all milestones on time, shipped game, everyone passed with flying colors
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Wrote entity management system, including creation, management, deletion, with component structure
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Wrote player controller and level transitions, enemy AI, enemy playing/attacking, player/enemy progression scaling
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Created all in-game art/animation: characters, animations, tilesets, sections for procedural, weapons, drops, signifiers
Work Experience
JAN 2022 - APR 2022
Teacher's Assistant
CS230 Game Implementation Techniques ("The Engine Class")
DigiPen Institute of Technology
Redmond, WA
Worked directly with department head and other teacher's assistants to facilitate learning and understanding in students. Provided assistance in both grading and teaching endeavors.
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Graded student engines with automated testing scripts and personal review to better ascertain student understanding of engine architecture concepts
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Provided feedback on student submission by analyzing the data retrieved from automated testing scripts and personal review to help students improve their understanding and continue their learning
Personal Projects
AUG 2018 - MAY 2020
Individual Prototype: Virtual Reality Environment
Sand Creek High School - International Baccalaureate Design Technology
Colorado Springs, CO
International Baccalaureate Design Tech - SCHS | 08-2018 - 05-2020
An individual assignment that stretched across two years surrounded around the life-cycle and engineering around a product. Researched about a phenomenon known as “cyber sickness” and derived a product to provide a solution to said problem. Created a technical document outlining the process and findings of the research and development of the environment (a copy, of which, can be provided upon request)
Accomplishments
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Create a survey that was sent out on multiple platforms targeting a specific audience (video gamers with a focus surrounding virtual reality systems) and analyzed the survey’s findings the derive an effective solution to the problem of cyber sickness
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Implemented technical drawings and conceptual 3D models to determine which design would best address the findings from the aforementioned survey to create the best possible product
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Developed preliminary design using Autodesk Inventor 2019 and utilized 3D printing to assembly the prototype’s main body
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Designed electrical components that would be used within the prototype using basic electrical components matched with an Arduino Uno in order to provide the environment with base capabilities to output movement
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Established a design document outlining the process of development as well as improvements that could be made to the design to demonstrate the production cycle of the prototype
Education
2020-2024
DigiPen Institute of Technology
Bachelor of Science in Computer Science and Game Design
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3.8 GPA
Redmond, WA
DigiPen Institute of Technology strives to prepare students to succeed as skilled engineers, artistic, and designers, in the growing technology industries. As the first college in the world to offer a bachelor's degree in video game technology and development, DigiPen offers a wide range of technology-focused programs with a focus on the career opportunities of tomorrow.
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For more information, visit the DigiPen website at https://www.digipen.edu/.
AUG 2022 - JUN 2023
Producer
Kilonova
DigiPen Institute of Technology
Redmond, WA
3D third person melee combat game in Unreal Engine 5 (led team of 16: 5 programmers, 7 artists, 3 designers, 1 sound designer)
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Sole producer on a team of 17 individual contributors: 16 full-time, 1 volunteer which encompassed multiple disciplinary scopes: 5 programmers, 3 game designers, 1 sound designer, and 8 artists
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Coordinated high-level efforts to imagine, create, test, and polish a 3d, third-person melee combat video game utilizing Unreal Engine 5
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Create tools to improve workflows across all efforts: most namely a semi-automated Excel sheet to improve quality assurance testing and participation across the whole team
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Communicated goals both up to higher management and down to the rest of the team, ensuring that everyone's understanding of the project's goals and statuses were similar
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Developed team management policies based on collaborative brainstorming alongside department leads and maintained said policies throughout the timeline
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Improved project scheduling and encouraged team participation from the ground up which allowed for well-thought out milestone plans that were built upon receiving buy-in from individual contributors
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Instated a "task-force" structure that sub-divided the team into smaller teams built around the deliverable aspects of the project (e.g., character, environment, etc.) which resulted in a 150-200% increase in productivity and delivered product
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Created team rituals to increase team morale outside of the project and encouraged interpersonal communication from both a professional and personal perspective
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Formulated comprehensive "status screenshots" that were used in presentations to upper-level management which accurately capture all relevant work accomplished during each milestone in an easy-to-understand fashion
AUG 2023 - APR 2024
Lead Production TA
GAM2xx Game Project
DigiPen Institute of Technology
Redmond, WA
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Worked alongside faculty and staff to manage over 20 TAs across design and technical disciplines
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Acted as an information point for TAs and students alike when staff and faculty where unavailable
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Set up private virtual team spaces within Microsoft Teams for 17 teams varying in size
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Continuously provided feedback on 17 different 2D game projects ranging from tower defense to platformers
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Formulated and hosted production workshops to go over foundational production concepts such as task triaging and team dynamics
AUG 2023 - APR 2024
Production Mentor
GAM3xx Game Project
DigiPen Institute of Technology
Redmond, WA
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Collaborated with university professors across multiple disciplines (e.g., production, design, art, audio, etc.) to create a comprehensive production tool template for incoming GAM3xx projects
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Iterated and improved upon production tool template based on personal experience and professor critique utilizing free-to-use production software, ClickUp
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Created supporting documentation for the production tool template geared towards users who have never encountered the software before
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Taught the template's capabilities and how it relates to course requirements to over 200 students within DigiPen's largest lecture hall
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Acted as a point of contact for 16 teams ranging in size and discipline composition to answer all questions surrounding production and the provided tools
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Provided individualized feedback on tool utilization and production practices to junior producers in a 1:1 fashion
AUG 2023 - APR 2024
Production Intern
Embedded Unreal Engine Production
Epic Games
Cary, NC
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Provided direct production support to the Rendering teams on Unreal Engine to improve developer workflows
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Managed JIRA tickets by utilizing JQL queries, rich filters, structures, dashboard, and other visual means to easily express the thousands of JIRA tickets present throughout 3+ projects
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Created a handling system within the existing JIRA ticket workflow to ensure tickets weren't being overlooked and forgotten about - improving communication lines between projects and resulting in a decrease is ticket resolution times
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Collaborated with Niagara developers to organize existing tickets into a backlog and establish a processing system that lessened workloads and accurately communicated the team's current goals to higher-level management
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Created structure views to express current Rendering goals and outcomes to communicate developer timelines to executives in an easy to understand manner
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Supported JIRA organizational efforts by rolling up existing JIRA tickets into a hierarchical structure