Dev

Call of Duty®: Black Ops 7 (2025)

Treyarch • Live-Service First-Person Shooter • Game Designer (Multiplayer)

  • Game Modes (incl. "Prop Hunt"), Player Spawning System
  • Gameplay Scripting & Programming
  • Interactive Environments & Systems
  • Design and technical owner of multiple modes and cross-studio systems

Heart Heist (TBA)

Indie Stealth-Action • Director, Writer, Artist, Animator, Programmer

A fast-paced stealth game inspired by Metal Gear Solid and Hotline Miami featuring bespoke UI systems, clean architecture and reactive guard behaviors.

  • Clear stealth and dynamic AI systems
  • Extensible and highly maintainable architecture

Call of Duty®: Black Ops 6 (2024)

Treyarch • Live-Service First-Person Shooter • Associate Game Designer (Multiplayer)

  • Game Modes (incl. "Prop Hunt"), Player Spawning System
  • Gameplay Scripting & Programming
  • Interactive Environments & Systems
  • Documentation Initiative

Skylost (2022)

USC Games • First-Person, Survival, Crafting • Lead Designer

A first-person survival-crafting game featuring complex enemy AI, stealth, non-linear design, and a gripping narrative about rescuing a loved-one lost among the clouds.

  • Featured selection on IGN's coverage of USC Games Expo 2022
  • Led a team of 3 designers through successful milestones and ship

The Siren (2021)

USC Games • Lovecraftian Survival Horror • Systems Designer, Artist, Animator

An underwater survival-game that challenges players to escape the Siren's cave by understanding its complex rules and systems.

  • I was the sole artist and animator
  • Features time-travel, fish-eating mushrooms, and flashlights

3D CPU Renderer (2020)

Pure C++ • Solo/Graphics Engineer

Developed purely in C++, drawing RGB values directly onto a screen buffer.

  • Written from scratch using no framework or API
  • Supports .asc models, multiple cameras, Phong and Gourard shading, UV mapping, anti-aliasing

Death Tennis (2020)

Super Smash Bros.-like 2D Fighter • Level Designer, Artist, Animator

This is a Smash-like fighting game that's equal parts competitive and hilarious, complete with satisfying movement, unique visuals, and innovative mechanics.

  • Made in GameMaker Studio 2, programmed in GML
  • I was the sole artist, animator, and level designer

Menu App (2020)

Where should we get lunch? • Co-Founder, Product Designer, Engineer

A web application that lets you to decide which campus dining hall to eat at as fast as possible.

  • Front-end made in React
  • Back-end written in Python using Flask