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About

I am game developer, artist, creative collaborator, and Unity3D Engineer with 8 years experience creating digital simulated experiences.

Collaborating and working on creative and innovative projects is my passion.

Most recently developed VR software for the Space Telescope Science Institute, performing software coding, software engine migration, and cross-functional collaboration with design and development teams to deliver WebbVR, a simulated space education experience to educate users on the findings of NASA’s James Webb Telescope.

Home: Bio

Projects

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WebbVR

Link: Portfolio Page

What I did: Coordinate the migration of WebbVR from a legacy version of Unity3D to a new version, ensuring the seamless transition to a new software engine. Expand WebbVR functionality and features, including creating new levels, features, and modules in alignment with the science educational goals of the product. Collaborate with a multidisciplinary team of educators, designers, artists, and astronomy scientists to define WebbVR software requirements for software code, scalability and sustainability, bug tracking, project management, VR UX / UI design, localization, accessibility, audio integration, QA, design, and optimization.


Studio: STScI DevCon

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Platform: PC, Mac

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Devices: Oculus, Vive, Mixed XR Headsets

Team size: 5-10

Project length: 3+ years

Engine and tools: Unity3D, Adobe Sweat, Photoshop, Maya, Audacity, OBS

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STAR App

Link: Portfolio Page

What I did: Supported the development of STAR App, an AR project created to showcase and educate users on various space telescopes such as Hubble Telescope, James Webb Space Telescope, and W-First Telescope; developed the AR app for Android and IOS mobile platforms and ported the title to the Google Play Store and Apple Store.


Studio: STScI DevCon

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Platform: IOS, Android 

Team size: 3

Engine and tools: Unity3D, Photoshop

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Demolition Force

Link: Portfolio Page


What I did: Programming and 3D Modeling - Focused primarily on programming and secondary on 3D modeling. Scripting development for vehicle physics, handling, driving, vehicle AI, and online networking. Responsible for client and server communication between all players. Syncing player movement, attack, stats, and other info across all connections. Specifically, spawning, score display, health display, player tags, respawn, multiple vehicle class selection, free for all deathmatch, and end game conditions. Created structural 3D models such as barracks, pump jacks, barrels, oil drums and etc.

Studio: Psykick Studios

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Platform: PC

Team size:  5

Project length: 9 Months

Engine and tools: Unity, 3Ds Max, Photoshop, Audacity, OBS, Illustrator, Shader Forge, After Effects

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Elder Scrolls: Legends

Link: Portfolio Page


What I did:  Worked closely with software engineering and QA teams to test and validate Elder Scrolls: Legends. Tested pre-released states of the game in development, successfully identifying and documenting issues related to stability and functionality, providing action items to achieve QA software standards. Followed test cases pertaining to all aspects of the card game.



Studio: Bethesda Softworks

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Platform: IOS, Android, Mac OS, Xbox One, PlayStation 4, Nintendo Switch

Team size: 20+

Project length: Ongoing

Engine and tools: Excel, Quality Assurance Bug tracking programs

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Wolfenstein II: The New Colossus

Link: Portfolio Page

What I did: Worked closely with software engineering and QA teams to test and validate Wolfenstein. Tested game in the pre-production phase of development, successfully identifying and documenting issues related to stability and functionality, providing action items to achieve QA software standards. Followed test cases pertaining to testing various levels, gameplay mechanics, cut-scenes, cosmetics, functionality and more.



Studio: Bethesda Softworks

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Platform: PC, Xbox One, PlayStation 4, Nintendo Switch

Team size: 20+

Engine and tools: Excel, Quality Assurance Bug Tracking programs

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Melonverse Shooter Dimension

Link: Portfolio Page


What I did:  Programming and 3D Modeling - I focused in Programming Enemy AI. Enemies had different movements, attacks, speed, rate of fire and more. I created different enemy formations to keep the game lively and entertaining. I also designed, modeled and programmed the bosses. Also worked on adapting the game to mobile platform. Changing interface to meet android specifications and touch screen mechanics.


Studio: Psykick Studios

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Platform: Android

Team size: 3

Project length: 5 months

Engine and tools: Unity3D, 3Ds Max, Photoshop

Home: Projects
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