PROJECTS

Nine projects, from a shipped mobile game and a Steam release down to solo course work. Click any of them for what I actually built.

Nine projects, from a shipped mobile game and a Steam release down to solo course work. Click any of them for what I actually built.
2025 – nowA mobile roguelike tower-defense game at Beastwoe Games, where I build UI and gameplay systems in Unity and C#. I architected the battle pass: tiered rewards, progression tracking, and the data persistence behind it.
A 2D action game built by a 30-person team at Cornell's Development in Games Association, available on Steam. I programmed two multi-phase boss encounters and the pig minion AI.
A turn-based stealth puzzle where a demon hunts a hero through a grid-based tower, and you are the princess trying to get him out alive. Programmer on an eight-person team; shown at the 2026 Cornell GDIAC showcase.
DGA's summer project for 2026: a pixel-art climb through the clouds, playable in the browser. I worked on player movement, the menus and in-game UI, and the architecture holding it together.
A 2D puzzle platformer where you switch between alive and ghost forms, each with its own physics profile. Five levels, lever puzzles, and a transformation budget you can run dry.
A recipe finder built around what is already in your fridge, with an eco-score on every result so you can see the environmental cost of dinner. React client, Node server, saved favorites.
An autonomous agent that plays a Pac-Man-style game on its own, with an 84% win rate against the environment. Search-based pathfinding, no backtracking.
Minesweeper on a hexagonal grid, written in OCaml with a team for Cornell's functional programming course. Six neighbors instead of eight changes the adjacency counting and the flood fill more than you would expect.
An object-oriented asteroids game with infinite wave progression, JSON-configured difficulty, and asteroids that fragment across three size tiers.