A pixel-art platformer where you climb through the clouds.
A browser platformer built with DGA's summer team. I worked across gameplay, animation, and UI.
Gameplay Programmer · CS @ Cornell
I'm a Cornell CS student who builds gameplay systems in Unity and C#, from enemy AI and boss fights to UI and progression. Recently, I programmed two bosses for a 30-person Steam release and developed features for a mobile game at Beastwoe Games.
A pixel-art platformer where you climb through the clouds.
A browser platformer built with DGA's summer team. I worked across gameplay, animation, and UI.
A turn-based puzzle where you guide the hero without controlling him.
A turn-based stealth puzzle made by an eight-person team for Cornell's game architecture course and shown at GDIAC 2026.
A 2D action game released on Steam by a 30-person team.
I programmed two boss encounters and pig enemy AI for DGA's flagship Steam release.
Switch between living and ghost forms to solve each level.
A five-level puzzle platformer where switching forms changes movement and collision rules, but each transformation is limited.
Find recipes from your ingredients and compare their environmental impact.
A full-stack recipe app with ingredient-based search, accounts, favorites, and environmental scores.
Minesweeper on a hexagonal grid.
A team-built OCaml Minesweeper game that replaces square tiles with hexagons.
An autonomous Pac-Man-style agent with an 84% win rate.
I built an agent that navigates mazes, avoids ghosts, and chooses when to chase them, winning 84% of automated games.
An Asteroids-style game with waves and splitting enemies.
An object-oriented arcade shooter with momentum-based movement, asteroid fragmentation, and JSON-defined waves.