Hello World!
I'm a Technical Artist for games
NBA 2K24
Technical Art Intern
June - September 2023
Character rigging and tools engineering for NBA 2K24
Design and write pipeline tool to speed up manual reviews by 400%
Automate and review changes made to >1000 characters, saving 3GB from a patch
Write tools for Maya, Photoshop, Perforce, ShotGrid, and proprietary software using Python, Javascript, HTML/CSS, and AutoHotkey
Zot Zoomer
Team Lead, Technical & 3D Artist, Engineer
January - March 2023
A racing game inspired by f-zero made in Unreal 5. Created as part of the VGDC at UCI.
I created a procedural race track editor tool using Houdini and integrated it in Unreal to allow designers to create and iterated on fully-modeled tracks effortlessly.
I modeled the car in Maya and textured it in Substance Painter. I also prepared the stock building assets for game-readiness.
I set up a Perforce server for version control running on AWS.
I created the trail VFX using Niagara, and edited stock assets in Unreal's legacy particle system for the thruster and sparks.
I lead the team, managing tasks with Trello and organizing meetings.
I assisted with gameplay engineering in Blueprints.Â
3D Art
Modeled in Maya, painted materials and decals in Substance Painter.Â
Mesh details: 700 tris, five 2k textures (base color, roughness, metallic, normal, heightmap)
Track Editor with Houdini
Created a procedural houdini asset that allowed designers to iterate and construct tracks directly in Unreal, no art handoff required.
Bow, The Weapon of God
A recreation of this illustration by A. Shipwright as realtime VFX.
Made in one day with Niagara in Unreal.
Space Zoologist
Tech Lead, Gameplay Engineer
January 2022 - Present
A top down, strategy simulation game for web designed to educate engineering students about research and design. Paid position on the Space Zoologist Game Development Team at UCD.
I lead the tech team, organizing remote meetings and communication through Discord and Zoom, and tracking development progress and managing tasks with Git and Trello.
I program its gameplay systems in Unity (C#), implementing design documentation and playtesting feedback to improve and polish the game, and refactoring and improving the existing codebase to meet the team's needs.
I communicate with other roles in the team (particularly design and UI/UX) to plan features and changes.
I build tools and systems to boost development productivity.
I playtest the experience to find bugs and polish gameplay scripting.
Sling and Fling
Tech Lead, Tools/Gameplay Engineer, Technical Artist
October - December 2022
A 2.5D minimalist top-down action game. Made in Unity (C#) as part of VGDC at UCI.
I built Unity editor tools for the level designers to prototype and create finished content faster.Â
I constructed game architecture diagrams in simplified UML and wrote dynamically-evolving technical documentation to ensure that both the technical vision was clear for all engineers and the intended API usage was simply stated for designers.Â
I wrote a shader in HLSL that helps communicate when a door is locked.
I created a continuous integration system using GitHub Actions for automated cross-platform building and deployment to Itch.io.Â
I led the tech team of five programmers, delegating tasks efficiently across the team and mentoring a first-time Unity developer.Â
I communicated with the cross-disciplinary team of thirteen to ensure other roles were able to achieve their vision.Â
Lethargent
Team Lead, Technical Artist, Gameplay Engineer, Designer
January - June 2021
A narrative-driven 3D RPG about the battle against apathy. I co-programmed the project with Aziz in Unity using C#.
I implemented the non-player character AI. Characters can navigate to points of interest, follow patrol paths, search for and interact with objects, and use items.
I co-scripted the camera and movement with Aziz, implementing cross-input accessibility features to support both keyboard/mouse and controller. I also made shaders to add a dithering "look-through" effect.
I created the cutscene system, which I used to animate characters, objects, and camera shots to craft believable compositions. The system allows the player to take the cutscene at their own pace, waiting for input between shots.
Gameplay Programming
Shader and scripting work to enable intuitive cross-platform control and ensure the camera frames the action without crossing through objects.
Technical Art
Shader work to replicate the PSX aesthetic, and to extend Unity's terrain shader to be compatible with custom work.
Programming Director - VGDC at UCI
August 2022 - Present
I am the programming director in the Video Game Developers Club at the University of California, Irvine, in which I assist other developers with their projects, plan and run club events, and create/present workshops to teach programming topics to other club members. I also run the programming department, interviewing new officers and planning programming officer meetings.
Curve Pong
Team lead, Engineer, Artist
October 2022
A spin on pong inspired by geometry wars, designed like tug-of-war. I lead a team of four to create in three days for the Ludum Dare 51 game jam in Unity and C#.Â
I designed the software development process to support a small team of programmers. I then assessed requirements and developed high-level software architecture for the game. This allowed me to split the program into smaller tasks, and lean into each member's strengths when assigning work. Â
I helped implement the game state, ui, input, and VFX systems. Â I also implemented the settings system and refactored the player script to add an AI game-mode.
Vestige
Procedural VFX for an in-progress project made in Unity. I collaborated on a concept sketch for this spawn effect, then scripted it with HLSL shader code and C#.
Bloop
Solo Project (except music)
October 2020 - January 2021
A minimalistic shooter where you play as a loop-de-loop originally made in three days for the Ludum Dare 47 game jam. I programmed the game myself in Unity and C#. All animations are procedural, created entirely through code, and many visuals such as trails effects and shadows are also procedural. I also created a menu to allow the player to change their controls, making Bloop more accessible.
Chunk of Space
Solo Project (except music)
October 2021 - January 2022
A minimalist, one-button arcade game designed for mobile. I programmed the game in Unity and C#. I also used Google Play's API to add in-app purchases and advertising.Â
Terror for Two
Solo Project
May - October 2021
A first person horror game crossed with a text adventure, available on Steam. I programmed the game in Unity and C#, then integrated Steam's API to release on their platform and include achievements. I created dynamic UI for the in-game "messaging app," and I implemented AI to create tension by chasing after the player.