Game Developer · CS @ Cornell
I work on the systems players actually touch: enemy behavior, boss fights, HUDs, and progression. Mostly Unity and C#. Most recently I shipped two boss fights in a 30-person team's Steam release at Cornell and interned at Beastwoe Games on a mobile roguelike.
DGA's summer project for 2026: a pixel-art climb through the clouds, playable in the browser. I worked on player movement, the scoring, the menus and in-game UI, and the game manager holding it together.
A turn-based stealth puzzle where a demon hunts a hero through a grid-based tower, and you are the princess trying to get him out alive. Programmer on an eight-person team; shown at the 2026 Cornell GDIAC showcase.
A 2D action game built by a 30-person team at Cornell's Development in Games Association, available on Steam. I programmed two multi-phase boss encounters and the pig minion AI.
Course projects, solo builds, and a web app, each with a writeup of what I actually built.
Every skill above lives on a branching tree, with the projects and classes that leveled it up.
Open to summer 2027 internships, game jams, and long arguments about enemy pacing.