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Game Designer | Unreal Engine | C# | VR & Multiplayer Systems 

 

I’m a Game Designer with hands-on experience in Unity C#, game systems design, and level creation for mobile, VR, and multiplayer games. I’m currently working as a Video Game Lookbook Designer for an exciting game project, contributing to visual concepts and gameplay mechanics. I’ve also developed a VR interaction system for a UConn research team, where I enhanced my skills in both creative design and technical implementation.With 4 years as an esports competitor in Overwatch, I understand the dynamics of competitive gaming and player interaction, which informs my design approach. I also have a passion for 3D printing and creating miniatures, which fosters my creativity and attention to detail in game design.

 

Key Skills:

  • Game Development: Strong foundation in game development principles and user-centric design.

  • Design Proficiency: Experienced in level design, systems design, and creative iteration.

  • Technical Tools: Proficient with Unity, Blender, Hammer World Editor, and other industry-standard tools.

  • Programming Languages: Skilled in C#, with practical experience in scripting and game mechanics implementation.

  • Esports: 4 years as an Overwatch competitor, providing insights into gameplay dynamics and player experience.

 Projects

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Brutal Bowl

Description: Developed a fast-paced action game where players control a robotic bowling ball to immobilize dangerous individuals, inspired by Hotline Miami and Samurai Zero with a physics-driven twist.

What I did: Lead developer, designing gameplay mechanics, scripting in Unity, and refining the game’s physics-driven systems and combat.

Team size: Solo, with ongoing post-graduation development.

Project length: Ongoing (post-graduation development)

Engine and tools: Unity, C#

VR Addiction Treatment Study Simulations

Description: Developed an immersive VR simulation for an addiction treatment study, where users destroy addictive stimuli in a controlled virtual environment using a hammer and lighter.

What I did: Solo developer, troubleshooting and refining the project with C# scripting. Integrated models and VR-based, while driving enhancements to meet academic research goals.

Team size: Solo, with ongoing communication with the manager for project alignment.

Project length: 6 months

Engine and tools: Unity, C# scripting

Roxy Clean: Soap Skater

Description: Developed during the 48-hour Global Game Jam 2025, "Roxy Clean: Soap Skater" is a fast-paced game where players use radical skateboard action to clean a bathroom, getting rid of grime while looking cool.

What I did: Programmed AI scripts for enemies, implemented bubble and visual effects, created particle systems, and worked on shaders using assets provided by the artist.

Team size: Small, interdisciplinary team, ensuring seamless integration of various game elements.

Project length: 48 hours

Engine and tools: Unity, C# scripting
Controls: WASD to move, Space to ollie, LMB and RMB to trick in air

Noise Complaint

Description: Developed during the 48-hour Global Game Jam 2024, "Noise Complaint" is a wacky first-person shooter where your voice is your only ammo, and your gun’s damage is determined by how loud you are in real life.

What I did: Programmed gun mechanics, including audio detection, microphone usage, and shooting mechanics. I also handled audio design, providing and implementing sound effects, and worked on level decorations.

Team size: Small, interdisciplinary team, ensuring seamless integration of various game elements.

Project length: 48 hours

Engine and tools: Unity, C# scripting

Counter Strike Map

Description: Developed a non-gameplay environment in Hammer World Editor to explore creative worldbuilding, focusing on environmental storytelling in a run-down, vandalized building overlooking a gritty cityscape.

What I did: Created an immersive environment with details like graffiti-covered walls, garbage-strewn floors, and a locked closet. Used reference material to guide development, integrated assets from Half-Life 2 and Counter-Strike: Global Offensive to enhance realism, and implemented interactive elements like physics-enabled objects to encourage player immersion.

Team size: Solo, showcasing individual capability in worldbuilding and environment design.

Project length: 3 months

Engine and tools: Hammer World Editor

Linear Theme Park Dark Ride

Description: Developed a linear theme park dark ride map in Hammer World Editor for a UConn class project, incorporating environmental storytelling and scripted events to enhance the player experience.

What I did: Used Hammer World Editor scripting to create dynamic lighting effects, animated props, and synchronized audio cues. Focused on narrative-driven set pieces and atmospheric details to immerse players in the dark ride experience. Balancing pacing and immersion, I used scripted events and interactions to maintain thematic coherence.

Team size: Solo, delivering a cohesive and thematic final product.

Project length: Approximately 4 months

Engine and tools: Hammer World Editor

TTT Game Mode Map for Garry's Mod

Description: Designed an unfinished multiplayer map for the Garry’s Mod TTT game mode using Hammer World Editor, featuring branching paths, traitor traps, a physics bowling system, and inside jokes tailored for friends.

What I did: Implemented intricate traitor traps and interactive elements using Hammer World Editor scripting to enhance gameplay depth and replayability. Worked independently on the level design and collaborated with teammates to refine mechanics based on feedback. Created unique experiences like the physics-based bowling system and custom-scripted events.

Team size: Solo, showcasing individual worldbuilding and environment design skills.

Project length: Ongoing

Engine and tools: Hammer World Editor, Hammer Scripting

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ROOTSOUP!

Link: ROOTSOUP! - Global Game Jam 2023

Description: Developed during the 48-hour Global Game Jam 2023, ROOTSOUP! is an interactive experience where players prepare soup with their virtual grandmother using randomized recipes and interactive ingredients.

What I did: Managed video assets and file organization, ensuring seamless integration of video clips into the game engine. Edited and polished video sequences to enhance the emotional impact of the grandmother-grandchild interactions. Collaborated with the team to integrate visual and audio elements within the game’s mechanics and narrative.

Team size: Small, interdisciplinary team, integrating video, audio, and interactive elements.

Project length: 48 hours

Engine and tools: Unity, C#

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