For the past fifteen years I've explored a variety of programming languages and engineering patterns, developing an intuition for which approaches will solve an immediate problem and withstand future challenges as a project and codebase matures. I've leveraged these and other skills on a variety of products and two released games, with a third on the way. Additionally, for the last five years I have been smitten by hard surface modeling, procedural texturing, PBR material design, custom shaders, procedural animations, and other techniques that assist in bringing ideas to life through artistry infused with code. I love working with diverse teams to bring daring ideas to life through software engineering or technical artistry.
Knight Light
Knight Light is an upcoming third-person combat game from Soulstice built in Unreal Engine wherein a small but mighty guardian deity protects a sleepy town from nightmares.
As the primary graphics programmer at Soulstice, my work largely involves implementing the VFX, animations, and lighting as provided by our artists, as well as working with them to develop materials and solutions for enhancing their vision.
Witch Hazel
Witch Hazel is a cute, witchy gardening simulator built in a bespoke engine. Play as Hazel Newt as she tends to her grandmother's garden, practicing her magic and discovering enchanting surprises.
Witch Hazel is available on the Digipen Game Gallery and in the near future, Steam.
As the Tech Lead for Witch Hazel, I guided our programmers toward delivering a feature-complete engine in collaboration with the audio and visual artists. The engine that runs Witch Hazel incorporates various staples of commercial game engines such as ECS architecture, serialization, event-driven behavior, and sprite pooling. However, the implementation of several of these features pushed beyond instructor expectations and helped our team become more familiar with more advanced concepts such as SFINAE, lambda-based event handlers, and compositional archetypes in lieu of traditional polymorphism. Working on Witch Hazel was a delightful opportunity to provide mentorship to the novice programmers on the team and further my own understanding of modern C++ concepts at the same time.