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I’m a games and simulation programmer specializing in C# and the Unity engine, having started working with both in 2016. I consider myself a generalist; I appreciate working with multiple facets of projects and expanding my skill base. I especially enjoy prototyping and contributing to the implementation (and sometimes design!) of new features. I’m also pretty handy with Excel or Google Sheets, and can set up robust spreadsheets to help with documentation or other needs.
My favorite games include Mario’s best 3D platformers (Super Mario 64 and Odyssey), some lesser known Pokémon games (XD: Gale of Darkness and Explorers of Sky), and the occasional beat-em-up (TMNT: Turtles in Time and Batman: Arkham City). Outside of games, I enjoy rock music and bands like Sleep Token and Sleep Theory!
Feel free to reach out if you’re interested in working together.
Slime Lab (2018-2019) - This was a pet simulation game for Android that focused on raising, customizing, and racing your own pet slime! Despite being a small team, we were accepted into the incubator at Magic Maker Studios to work on this project full-time.
RIT (2016-2020) - I graduated from the Rochester Institute of Technology in Game Design and Development. I was honored to represent my graduating class as the undergraduate delegate for the School of Interactive Games and Media.
Rings of Hell (2021) - This was my graduate capstone project, where I worked with a team of around twenty other students across multiple disciplines as its Director of Development. RoH took a unique spin on turn-based combat and applied it to a comic-book style hellscape. It's still available on Steam!
4 Rats on a Treadmill (2021) - This was an original boardgame made in Tabletop Simulator that focuses as much on moving the board as it does on moving the players' pieces. I created a robust Monte Carlo simulation/spreadsheet in Excel to help me balance the rules and board structure.
UCF (2020-2021) - I graduated from the Florida Interactive Entertainment Academy with a MS in Interactive Entertainment. My focus at the time was in project management, where I refined my soft and interdisciplinary skills.
Infinite Fan (2021-2022) - This was a passion project I used to reinforce my knowledge of multiple aspects of the Unity engine while I prepared to become Unity certified. It's an Android game with the simple objective to infinitely propel the ball upwards for the highest score.
Unity Certification (2022) - After studying and polishing my Unity acumen, I obtained an Associate level certification as a Unity programmer. I also scored "above expectations" in all of the categories covered in the exam.
Roterra 3 (2022) - My first project as a professional out of college, I joined production partway through development. I was primarily tasked with bug fixes and cleanup to preexisting architecture as I became accustomed to studio work and culture.
Roterra 4 (2022-2023) - After the release of Roterra 3, I was able to work on new features for the next installment in the series. I created mechanics for illusion puzzles, new uses for NPCs blocking your path, and reworked an old and unused mechanic to create water flow puzzles, among other things.
Slidewayz (2023-2024) Dig-It! Games' latest project uses an algorithm I created which guarantees unique and solvable puzzles. The system is designed for easy injection of puzzles into the game without the need for manual puzzle creation, allowing for rapid expansion of game content.
(2025) Dig-It games continued development on the final two installments of the Roterra series, Roterra 5 and 6, using puzzle designs created for but not released in previous titles. Additionally an ice maze focused game was in development. Unfortunately, the studio closed in December 2025 and this project was not released.