Personal Portfolio
I like to…
I like to create software applications. I draw my project inspirations from various software products such as video games.
How I got started…
I taught myself how to program on Unity 3D during high school. Later I began learning other programming languages (C#, C++, Java, Python, etc.) in college. In addition I’ve built projects using the agile development approach.
The projects you see below are video game projects because it is easier to demonstrate my programming skills this way. I am looking to expand into other applications.
This is what I’ve built…
Unity Crash Cutscene – Solo Project
Role: Developer – Duration: 1 week – Platform: Unity 3d, Visual Studio
A very short demonstration of my ability to use Unity Cinemachine to create a short cutscene.

KEY FEATURES
Panning Camera
Cinemachine
Timeline
Cutscene for players
Unity Animation and Game Over Screen – Solo Project
Role: Developer – Duration: 4 weeks (part-time) – Platform: Unity 3d, Visual Studio
I am currently studying for my Unity Developer certification. So I put this small project together to show off my programming skills.

KEY FEATURES
Single player, endless runner
Collectables and score
Coin grab
Distance counter
Powerups
Retry option and game over
Sound effects and background music
Simple Car Label – Solo Project
Role: Developer – Duration: 2 Days – Platform: Unity 3d, Visual Studio
I worked on a small project challenge that allows me to select different parts of a car and move between cameras. This is great for demonstrating an object with a 3d environment.

KEY FEATURES
Change cameras around a car
Highlight selectable parts of a car
Invoke button behavior when selecting a 3d object
Change the text of a label depending on the selected part
Weather App – Solo Project
Role: Developer, QA – Duration: 10 weeks – Platform: HTML, JQuery, CSS
During Fall 2022, I coded this weather application in HTML. I used JQuery functions to get weather info from a weather API for any city. In this project, I demonstrated how to manage other files and outside features such as API calls and CSS scripts alongside the main HTML code.

KEY FEATURES
Newly Acquired Skills
HTML Webpages
JQuery API calls
File Management
Lightwars – Team Project
Role: Lead Game Designer, Project Manager – Duration: 14 weeks – Platform: Unreal Engine 4
Starting in the Summer 2021 I was the project manager, recruiter, creative lead and game developer on a school project at New Jersey Institute of Technology. Together with my teammates: a modeler, and a networking specialist, we started a first person shooter game inspired by Splatoon and Team Fortress 2.
During the Fall 2021, I continued to develop this first person shooter game on my own. I used the Unreal Engine 4 blueprint system, UMG and C++ to add on more features.
During Summer 2023 I worked on creating enemy players to compete against the player in the arena.

KEY FEATURES
Game Level Features
Hub world for the player to enter various levels
Large map for combat & multiplayer matches
Target practice room
Red team bots who shoot at the player
Player Features
UI that tracks health, shield and the player’s ammo pool
A universal ammo pool from which the player’s weapons and throwables draw ammo
A shield that temporarily makes the player invulnerable to damage
AI turrets that can kill players and distinguish friend from foe
Background music
Menu
Project A – Team Project
Role: Developer – Duration: 10 weeks – Platform: Unity
During Spring 2021, I worked in a group to create a first person VR game using Unity game engine. This is a stealth game because we added the ability for the AI to detect and react to the sound and movement of the player.
As the modeler on the project, I built the in game weaponry using Blender. I also added AI character models and animations.


PROJECT SCOPE
Create a first person VR game
Create a stealth game where the player infiltrates a Cuban drug cartel base
Create an end goal for the player in the form of stealing a briefcase
KEY FEATURES
Stealth system (AI can detect & react to player’s sound and movement)
Shooting system (ammo pool)
Weapon modification (laser sight)
Patrolling AI
Conquest of Tides – Team Project
Role: Developer – Duration 10 weeks – Platform: Unity, Haguichi Server, Ubuntu OS
During the Spring 2021 semester, I worked in a group of four people. We developed a multiplayer, card based game. The game was modeled after other card dueling games. We added a feature where the stats of each card is affected by the real world weather that is retrieved via an API call to the local weather station.
As the webpage and networking specialist on the project, I built various HTML based web pages for player registration and sign in as well as to track and store player scores & match history. I also programmed a hot standby server for this game.

PROJECT SCOPE
Create a website for match history and downloading the game
Create a 2D multiplayer game on Unity
Create a server
Create a database to store user information and match history
KEY FEATURES
Here is a list of features that were in the project
Login and registration
Match history
Downloadable executable
API that calls the local weather station which will give buffs and debuffs to various cards
Huntress the Corruption
Role: Developer – Duration: 6 weeks – Platform: Unity
During the Summer of 2019, I built my first prototype level using Unity. With its components and custom code in C#, I was able to create this game where the player can explore the entire level with little restrictions. For example, the player can enter buildings with interiors, interact with objects that have its own physics systems.
This level includes objects that I built using the modeling tool Blender. Each object was custom made with its own color texture. The torches have been given their own light source to illuminate their surroundings. Many of these objects can be interacted with by the player.
This demo was meant to demonstrate my programming skills in Unity, Blender and C#. I wanted to demonstrate how they all can work together in gameplay. The other goal was to create an explorable level.

KEY FEATURES
Game Features
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A camp where all buildings have explorable interiors
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All objects have physics (rigid body for gravity and rotation and collision to prevent them from falling through the floor)
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Patrolling AI that have hitpoints
Player Features
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First person weapon system with a bow and arrow that uses limited ammunition
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UI that tracks health and the player’s ammo pool
Team Shooter
Role: Developer – Duration: 10 weeks – Platform: Vulkan
During the Fall 2020 semester, I built the game mechanics for a first person shooter game using Vulkan, a 3D graphics and computing API software. Vulkan 1.2 is an open source software designed to create game engines.
Unlike other game engines, player movement works differently. In Vulkan, the player’s position is fixed. So it’s actually the environment around the player that is moving.

PROJECT SCOPE
Create game design blueprint
Code selected, assigned features using C++
Create simple objects using Blender
Debug code
Manage life cycle of each build using Github
KEY FEATURES
Vulkan does not come with prepackaged functions. I had to find work arounds with C++ and SDL commands to create the following weapon mechanics.
Rifle that has automatic fire. It shoots once per frame.
Semi-automatic pistol. The mouse must be released before the pistol can shoot again.
An unscoped sniper that has a charge mechanic. Hold down the mouse button to charge and release to shoot.
Tarion Commando
Role: Developer – Duration 2 weeks – Platform: Unity ProBuilder, Mixamo
During the Summer of 2020, I learned a few new things about Unity. I had learned to add game depth and color in a short project.

PROJECT SCOPE
Create game design blueprint
Code terrain using Unity ProBuilder
Code character and animations using Mixamo and Opengameart
Debug code
KEY FEATURES
Here is a list of features that I built in my demo video.
Built terrain for the player to use as cover
Added music to enhance the player’s experience
Created character animations for added realism
Quake 4 Stealth Mod
Role: Developer – Duration: 10 weeks – Platform: Quake 4 source code
During the Spring 2019 semester, I created game mods for various retail games (Quake 2, Quake 4, Kenshi). In this video, I showed my Quake 4 modifications. Specifically, I changed the original weapons to act like the weapons found in the game, Assassin’s Creed

PROJECT SCOPE
Create game design blueprint describing gameplay mechanic modifications
Code game modifications using C++ and the Quake 4 source code
Debug code
KEY FEATURES
Here is a list of notable weapon modifications I made.
Pistol blaster – shortened firing range and disabled charging mechanic
Machine gun – changed automatic fire to single shot musket action
Nail gun – fires only one shot per clip
Lightning gun – unlimited ammo no recharge
Napalm gun – increased explosive radius