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Languages: C# (7 years), C/C++ (5 Years), XML (5 Years), JavaScript (4 Years), HTML 5 (3 Years), Python (1 Year), Java (1 Year), and ActionScript 3 (1 Year).

Software & Utilities: Visual Studio, Unity 3D, Unreal Engine 4, Blender, Maya, GitHub, Adobe Photoshop and Flash, Trello, Office/Drive Suites, Construct 2, Twine 2.0.

Work experience

July 2017January 2019

Software Engineer


Generalist C++ programmer for the Flyinside VR Flight Simulator. Worked on adding new features to the sim engine such as an audio API, metadata implementation for various flight navigation systems, real-time Sun/Moon orbits, and scenery texture optimization.

September 2016March 2017

VR Engineer


VR Unity Engineer on SpaceoutVR app. Primarily working on visual effects and integrating media services into the app, and minor optimizations when needed.

Jun 2014May 2015

Senior Student Programmer

MAGIC Spell Studios

Co-programmer on The Garden. Took up a number of small additional tasks including video recording, iPad app deployment, and demoing various projects for schools and investors.

March 2017September 2018

Board Member of Tech Valley Game Space

Tech Valley Game Space

Appointed as a member of the board of directors for the Tech Valley Game Space.



B.S. in Game Design and Development

Rochester Institute of Technology

Immersion in Journalism


More projects can be found at

SlapFriends: A 2-player fighting game where players slap each other with cartoon characters. Players control the game by wearing physical costumes with accelerometers tracking movements. Built with Unity, and used Arduino for controller software and hardware. Featured at Alt.Ctrl.GDC 2016, and GDC Experimental Gameplay Workshop 2016.

Crystal Cry: VR Arena shooter where you use a microphone for vocal input to generate soundwaves. Made as a Google Cardboard VR game with Unity for Ludum Dare 35 with my involvement of concept, design, and programming.

The GardenHorror-Adventure game in a 3D environment based on “The Garden of Earthly Delights“ by renaissance painter Hieronymus Bosch. Role was to help architect and program the gameplay system in Unity, and then implement puzzles for proof-of-concept demo.

Featured at The 8th International Conference on Interactive Digital Storytelling Art Exhibition in Copenhagen, Denmark, and presented at Harvard University Digital Futures Consortium 2015.