ABOUT ME

I'm a computer science student at Cornell, graduating December 2027, with a minor in game design.

Most of what I do is gameplay programming: enemy behavior, boss encounters, movement, and the UI wrapped around all of it. I work mostly in Unity and C#, though a semester of Scala on LibGDX and a stack of OCaml coursework have made me less precious about which language I'm sitting in.

This past year I programmed two boss fights for the Development in Games Association's flagship project, a year-long game made by about thirty people that shipped on Steam in May, and interned at Beastwoe Games building UI and systems for Nexus Rush, a mobile roguelike tower-defense game. I'm still in DGA Studios, and I'm the club's treasurer, which mostly means spreadsheets and bus bookings.

The work I keep coming back to is designer-facing: serialized fields, tunable enemy states, systems that let someone balance a fight without opening the code. It's the least glamorous part of gameplay programming and the part that makes everyone else on the team faster.

Jared at a restaurant table with sliders and a drink
based in Ithaca, New York
studying B.S. Computer Science Game Design minor
graduating December 2027

THE JOURNEY SO FAR

Cornell University

expected Dec 2027

B.S. Computer Science · Game Design minor

Coursework in data structures, functional programming, object-oriented design, discrete math, and iOS development. Currently taking analysis of algorithms and foundations of AI reasoning.

Game Developer

Oct 2025 – present

Development in Games Association at Cornell

Programmed two multi-phase boss encounters, the Pig Rider and Granny, for Duke vs the Gang, a 30-person team's year-long project released on Steam in May 2026. Each has its own state machine, attack patterns and serialized designer-tunable fields. Designed Granny's contract mechanic, where damage drops a contract tied to a summoned boss and destroying contracts is what removes her health. Built the pig minion AI with patrol, charge, stun and return states, randomized start delays so a swarm does not move in lockstep, and Cinemachine screen shake tuned separately for wall, player and boss impacts.

Unity C# Enemy AI

Treasurer

Oct 2025 – present

Development in Games Association at Cornell

Managed a $6,000 budget for a 30-person club trip to PAX East, which meant researching and booking hotels and bus transportation without going over. Fundraised $2,500 for the club, and worked out the pricing for bake sales and ramen bar events so they covered costs and still made money.

Game Developer Intern

Oct 2025 – May 2026

Beastwoe Games · Remote

Built UI and gameplay features for Nexus Rush, a mobile roguelike tower-defense game. I architected the battle pass system layout (tiered rewards, progression tracking, and data persistence) and reworked the HUD, pause menu behavior, and damage-over-time tuning to match design specs. Also rewrote in-game buttons and calls-to-action for clarity.

Unity C# Mobile

WANT TO SEE THE WORK?

Nine projects, from a shipped mobile game to an OCaml minesweeper, each with the parts I actually built.