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TECH


Below are some examples of my tech knowledge, as well as specific tech aspects from bigger projects! (More from those can be found in breakdowns on the projects page.)
TURN-BASED COMBAT SYSTEM (GODOT)
(2025) A project for my applied programming class in which I created a timed RPG battle system in Godot 4 with GDScript.
The project took 2 weeks and was
an opportunity for me to learn an entirely
new engine and language while
also developing a reusable turn-based battle system, something I had been wanting to learn to program for a long time, and the logic of which I am transferring to other projects.
Art is my own using Blender and Aseprite.
The project is laid out in a single user interface scene in Godot, using buttons for the scene nodes, allowing for the player's cursor to cycle between the options using a keyboard or a controller.
Coding required a script on each individual scene node, as well as one on the main scene, which housed most of the combat flow and enumerators used for menu options.
SET IN STONE (UNREAL)



(2025-Present) As a member of the tech team, I work on a lot of presentation and game feel in the tech department.
-Worked with GAS (Gameplay Ability Systems) in Unreal and Perforce version control.
-Created a fully procedural animation system using blueprints for our first person view that makes looking and walking feel more smooth.
-Worked on rigging in both Maya and Blender, documented our animation-to-engine pipeline, and worked on physics assets in-engine for things like tail physics.
-Created adaptive directional damage indicators that change on the direction the player takes damage from, and the amount of damage taken.
-Created player HUD, main menu, and beta widgets and button prompts for the UI.
Currently, I am still working on rigging and enemy animation, as well as material and post processing effects.
More on the project can be viewed here!
FLAVOR INVADERS (UNREAL)


(2025) Created independently for a Game Tech class, I used this project to focus on expanding my Unreal blueprinting knowledge as much as possible. Some major aspects of tech and programming included:
-The MicroGun, which can both heat up enemies and objects and freeze them.
The heat function is used to incubate eggs at incubation towers, and the freeze function is used to create momentary platforms and freeze lakes. This required blueprinting my own gun with functions that respond differently based on the actor it is hitting.
-Path-finding Enemy AI with blueprints
-The inventory system, which is an array carried over to both the player and the actors the player interacts with, as it is used to feed Flavorlings in the game, and the food the player has is kept track of.
-The game progression works through variables and stats hidden to the player constantly ticking up in the background towards progression, sped up with each new alien sent off to work.
-The game features an opening interactive cutscene using Unreal's sequencer and level blueprints.
More on the project can be viewed here!
PAINT APPLICATION (JAVASCRIPT)

(2025) A web paint application coded in JavaScript for an applied principles programming class.
There are changeable color swatches, brush sizes, brush shapes, image stamps, and custom backgrounds.
This was one of my first projects entirely in JavaScript and was a great learning experience, especially in the organization of written code across CSS, HTML, and JavaScript files.
GALACTIC GUMMY'S GARDEN (HTML)

(2024) A very short and silly HTML simulator created in a day for an Intro to Game Design class. The goal was essentially to create an interactive tamagotchi-inspired game in your browser with small branching paths. Raise your pet alien named Gummy!
This was a collaboration with Jo Chen, who did the art, and was coded entirely from scratch in HTML by me.
You can play it here.
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