Tools Intern

Infinity Ward

  • Developed new workflows in Python, C#, and C++ for artists and designers working on the Call of Duty franchise.
  • Iterated UX designs developed using Qt and XML by observing user-tests and presenting analysis of my findings to attain feedback from senior UX designers.
  • Documented tools in Confluence, tooltips, and perforce CL descriptions educating users and other engineers.

Stumblebumps Unite

  • Used rapid prototyping, testing, and iteration to develop gameplay from concepts to fully featured systems.
  • Collaborated with dedicated art, code, animation, and sound teams to create compelling content and systems that aligned with creative vision.
  • Wrote and maintained design documentation, diagrams, spreadsheets, and videos in Google Workspace to convey the player experience.

Paper Guts

10th Annual Chico Game Jam

  • Designed and implemented AI and animation systems using Unreal Engine Blueprints, Behavior Trees, and Animation State Machines.
  • Tested implementation of assets and systems, debugging blueprints and C++ where necessary to ensure a cohesive product.
  • Conveyed creative vision and technical specification of assets to audio, art, and animation teams through mostly ad-hoc discussions.

Labyrinthian

  • Designed and implemented touch-based interfaces for android platforms in Unity and C#.
  • Implemented and tested gameplay mechanics in C#, including tilt controls, UI, and status effects.
  • Watched play-tests, evaluating results in team discussions to prioritize features for further iterations.

Synchro Beats

  • Developed an extensible combat animation system using data assets, components, and event driven design enabling designers to ship 4 movesets across player and boss characters in a 3 month window.
  • Synced combat to music by dialting animation speed to match DSP time and applying damage modifiers across hitbox structures on well timed attacks.
  • Fulfilled designer's request for hotswappabled weapons using object oriented design and Unity animation state machine.

Splatoon Clone

  • Used HLSL, render textures, and shader graphs to write, store, and display ink materials on level geometry.
  • Optimized a system to read render texture data from the GPU asynchronously to improve scalability.
  • Developed a character controller that reacts to ink materials with different movement states or animation.