
Refactored a C++ middleware particle effect using multiple techniques, including size reduction, RVO, SIMD, and HotCold
Achieved performance over 15 times faster than baseline effect

Implemented various functions and calculations common to game programming via SIMD operations for improved performance
Limited to SSE 4.1 and earlier (no AVX)
Programmed in C++

Created a series of escalating proxy objects in order to shortcut longer arithmetic expressions into single-line RVO expressions
Achieved performance over twice as fast as non-proxy version
Programmed in C++

User-implemented dynamic memory allocation with coalescing
Achieved performance over 7 times faster than default
Programmed in C++

Converted bloated structure into multiple separate structures to improve cache hit rate
Achieved search speeds 7x and 38x faster than original
Programmed in C++

A* Pathfinding & Fibonacci Heaps
An A* program utilizing a Fibonacci Heap as its core component
Generates random, variable-sized GameBoards with obstacles, and computes the shortest distance from start to finish
Built using Java

Based on D&D 5E rules, with original world building,
story, mechanics, and magic systems
A wait-staff simulator
MIT Capstone Prototype
Built in Unity, using C#

A “narrative drift” through space
Made for Pixel Jam 2024, theme “Aqua”
Built in Unity, using C#
An open-world mapping game
Made for Kenney Jam 2023
Theme of exploration
First solo-built, non-tutorial game
Built in Unity, using C#
Top-down arcade style shooter
I love Mel Brooks
Built in Unity, using C#
First functioning game with UI and music
First time using Unity and C#
“Game” built in Unity, using C#
Assets built in Blender (first Blender project)
(please enjoy the barrels)
A semi-functioning prototype of a classic board game
Assets built in Blender, “game” built in Unity