Sandborne

Play as a small golem waking up in a dried oasis amongst the desert. Explore your home, now a collapsed civilization overrun by twisted creations. Uncover the story behind the collapse, deactivate the rogue golems, and find your creator.

Involvement

I worked on a 6-person team where I served as the Tools and AI Programmer and Release Engineer. My work is most visible in the boss fights and several systems such as audio, UI, camera, and game state.

Impressive Impressionism

Impressive Impressionism was my Graphics final project with a 3 person team. We created a robust, real-time, non-photorealistic shader pipeline in Unity that allows the user to develop painterly visuals to replicate the art style of impressionism. I worked on the shader pipeline that produced the paint-stroke-like visuals, which was involved combined the work of 4 different shaders that I developed. I compiled everyone's work into a single user-friendly pipeline.

Involvement

I worked on a 3-person team. I built the paint-stroke shader and the full composite shader pipeline that parametrizes and composites all the shaders together.

A
              screenshot of the Impressive Impressionism Shader
              Pipeline in action

PC Panic

Users are always making mistakes with what they click online. It's your job to protect your user from malicious links, phishing emails, and malware! Protect your computer and keep your user safe! This was the submission for the 72-hr EGaDS! Texas Game Jam by my 6-person team where the theme was "It's a trap!". I worked on the windowing and pop up systems. We won "Best Use of Theme" and "Most Funny". We also won runner-up for "Best Design" and "Best Sound".

Involvement

I worked on a 6-person team as the programmer. You can see my work in the window system, minigame system, and virus system.

A
              screenshot of the Impressive Impressionism Shader
              Pipeline in action

Unity Behavior Tree Tool

The Unity Behavior Tree Tool is a full behavior tree implementation built in Unity complete with a in-editor GUI built with Unity's UI Toolkit and GraphView. My main motivation to make this was to aid in the development of Sandborne as well. It was instrumental in us implementing two multi-staged boss fights in the tight three-month timeline that we were working with.

Involvement

This is a solo project. I designed the behavior tree system and the accompanying GUI myself.

A screenshot example of the
            Unity Behavior Tree Tool