Death Bloom | Lead Programmer
I lead a team of 10 programmers among a greater ~40 team to create an immersive, FPS, horror game over the course of 3 months.
Red Hat Ringo | Technical Director
As Technical Director of the UT Dallas Animation Lab, I supported our Maya pipeline and extended it to Unreal Engine 5.1
Bad Timing | Technical Director
As Technical Director of the UT Dallas Animation Lab, I supported our Maya tools/pipeline.
SGDA Website
I redesigned the UT Dallas SGDA's website to better support mobile users and create greater brand consistency.
Roll Dem Bones
I lead a team of 5 other students through the GMTK 48 hour game jam and the Dallas Society of Play's (DSOP) 2 week slow jam.
Ghost House | Game Lab Spring 2022
I worked in a team of ~40 people over the course of semester to create a narrative driven, 3rd person game in Unity.
Maya Procedural Building Tool
I developed a Maya tool using Python and PySide2 that creates randomized building by stacking pieces of a modular kit.
Arcade Game Jam | Revenge of the Roombas
I lead a team of 4 other students to create a 3d, arena fighter for the SGDA and MakerSpace's Spring 2022 Game Jam.
Space Explorer
I created a simple, 2D space survival game in Unity.
My Portfolio
I explore my development process for creating this website.
MIPS Disassembler (Hex to Assembly)
I showoff and discuss a MIPS disassembler... that I wrote in MIPS.
My Cellular Automata Framework
I explore my experience creating Cellular-Automata-JS
Tea Time
I provide a detailed breakdown of this teapot asset.
The Sorcerer's Den
Donna Fritz, Ari Mendez, and I created a low-poly scene.
Modeling an Antique Radio
I explain the negative space technique I utililzed to model the front and back plates of this radio.
The Impossible Cube
I breakdown the Impossible Cube effect from Antichamber.