Past Projects

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Stanford Game Development
I led development and instruction of Stanford's inaugural game development course. This included petitioning to create the course, acquiring university sponsorship, authoring the weekly assignments, grading the student submissions, creating educational materials (online guides and tutorial videos), building the course website, recruiting industry speakers to our lectures and moderating Q&A sessions.
Team project with Stanford University
June 2016 - January 2018 Website: https://stanfordgamedev.weebly.com |
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NSA Intern
Players join the NSA as a new intern to investigate the phones of potential terrorists and determine if they are threats to national security!
My Roles: Game design, programming, writing, monetization, marketing Team project with Scott Mulligan (he supported story writing & marketing) November 2016 Download: NSAIntern.com |
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NoStranger
An ARG (alternate reality game) on mobile that leads users on a scavenger hunt through real media. Users call phone numbers, visit websites, and solve puzzles. The interactive media purposefully leverage narrative driven gameplay.
NoStranger has 4.5 stars and over 1,000,000 downloads with no marketing/UA spend.
NoStranger was a finalist in Google Play's 2017 Indie Games Festival.
My Roles: Game design, programming, writing, monetization, marketing
Team project with Scott Mulligan (he supported story writing & marketing)
November 2016
NoStranger has 4.5 stars and over 1,000,000 downloads with no marketing/UA spend.
NoStranger was a finalist in Google Play's 2017 Indie Games Festival.
My Roles: Game design, programming, writing, monetization, marketing
Team project with Scott Mulligan (he supported story writing & marketing)
November 2016
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Autobiography (WIP)
A work-in-progress walking simulator in that will lead the user through a series of vignettes. Developed in UE4.
My Roles: Animation, programming, blueprinting Solo project July 2018 Download: Link
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Hangar 13, 2K Games
As an Intern Gameplay Engineer at Hangar 13 of 2K games, I created two new player-combat abilities for an unannounced Mobility-Based Third-Person Action Game, and integrated the abilities into an existing class-based moveset. Working with a small team of designers, engineers, and animators, I quickly built prototypes for the new features and then progressed them to first-playable-milestone-ready status. I constructed the feature roadmap, tasked my implementation schedule in Jira, wrote the supporting engine/gameplay code (C++), exposed tuning functionality to scripters and designers (Lua, GXML, XML), and requested changes from animators when needed. Internship April 2018 – June 2018 |
Tilting Point
As a game designer-data analyst intern at Tilting Point, I worked on a variety of projects outlined in this video.
My Roles: Simulated game economies, optimized IAP SKU pricing to increase revenues, create feature mock-ups / suggestions Internship December 2016 - March 2017 |
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Lightspeed
Lightspeed is a prototype game I made with Chase Lortie for my graphics in computer science class. It's a multi-platform, real-time, peer-to-peer networked, racing game built in the Unity Engine and networked with Photon. The prototype features a soft-currency economy, a randomly generated map, a component-based ship customization, a healthy amount of prototype surprise features*, and networked gameplay with basic stand-in AI.
*Bugs ;) January 2018 - March 2018 You can access the prototype and full report here. |
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NCsoft
I worked for NCsoft within California-based Iron Tiger Studios on an unreleased mobile title. My work as a tools engineer involved creating a system that designers could use to quickly instantiate combat scenarios and test out the interplay of different power-up synergies. This supported faster iteration on powerup ideas and a better understanding of what combat would look like in our game between competitive players. The game is coming out soon so I can post the video then!
May 2017 - August 2017 |
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As an software engineering intern at Facebook I built out prototypes for a new feature from the ideation stage to beta. The feature was a client-facing "timer" which provided affordances to play games that require timekeeping as well as a means to schedule "time-trigger" events. I also built out the server code to allow other tools to schedule asynchronous tasks through the system.
Septerm 2017 - December 2017 |
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Drowned
A walking simulator. A meditation on creating atmosphere with visuals and sound.
Solo Game Jam
2017
Solo Game Jam
2017
Cybermonk (Unity)
Short game jam submission for Game Maker's Toolkit Jam of 2017. Download it here.
My Roles: game design, programming
Team project with NCsoft coworkers.
August 2017
My Roles: game design, programming
Team project with NCsoft coworkers.
August 2017
OpenGL Graphics (C++)
Image rendering in OpenGL Li for Ron Fedkiw's CS148. HQ images here.
My Roles: Scene composition, 3d asset aquisition, programming
Team project with Jay Zhongjie Li (programming)
December 2016
My Roles: Scene composition, 3d asset aquisition, programming
Team project with Jay Zhongjie Li (programming)
December 2016
Matrix Boxer
Ricochet
Tindémon!
Candy Crush Clone (HTML)
Exercise Demons
What if the role of an exorcist was to literally exercise demons? This game features an aerobics instructor for the demonic undead. Lead these demons in the correct exercises or have your soul consumed for all eternity.
Github project linked here or you can download it via .exe here.
My Roles: programming, animators
Solo project
March 2017
Github project linked here or you can download it via .exe here.
My Roles: programming, animators
Solo project
March 2017
EssaysEssays are available here.
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Visual Art |
A Heuristic Analysis of Chess Computers |
AES Encryption |
This investigation analyzed combinatory mathematics’ influence on the decisions of computer players with emphasize on the endgames of chess matches and with respect to chess’ solvability.
Download PDF |
This investigation evaluates Advanced Encryption Standard (AES) encryption as a means to encode information specifically for integration within my program The Prescription Architect (see Research/FIP).
Download PDF |