About Me
I am a software developer based in Rochester, New York, seeking full-time opportunities in software engineering — including front-end, back-end, full-stack, or gameplay programming. I currently work as a software engineering intern at Wegmans Food Markets, developing backend services to support the browse and search functionality of the Wegmans app and website. My work involves C# Azure Functions, GitHub Actions CI/CD pipelines, and infrastructure-as-code using Bicep and Terraform. I hold a Master of Science in Software Engineering and a Bachelor of Science in Game Design and Development, both from the Rochester Institute of Technology. For my capstone, I designed and built a Visual Studio extension that generates UML class diagrams directly from C# projects. During the rest of my time at RIT, I built projects spanning multiple tech stacks: cloud solutions on AWS; full-stack web apps with PostgreSQL, Python Flask, and ReactJS; Android apps in Java and Kotlin; and games in C# and C++ with Unity and Unreal Engine. As an undergrad, I contributed to Personal Eyes, a game accepted into RIT's competitive MAGIC Maker Program, where the team received mentorship from Rockstar Games developers and exhibited at Imagine RIT.
Projects
Phasebound
Link: Tech Demo Video
Genre: 3D Action-Adventure
My Contributions:
- Implemented character gameplay mechanics, including movement and animations, using C++ and Unreal Blueprints.
- Designed and coded a unique movement system inspired by *Super Mario Galaxy's* planetary gravitation, utilizing advanced math concepts like quaternions, vectors, and matrix transformations.
- Developed modular, abstract enemy behaviors in C++ to support future scalability, integrating Unreal's Behavior Trees for defining and customizing enemy actions.
- Migrated the project from Unity to Unreal, rewriting C# scripts in C++/Blueprints with minimal compromise. Authored comprehensive documentation to streamline the setup of Unreal Engine with Visual Studio, addressing common issues and fixes.
- Collaborating with a cross-disciplinary team in Agile sprints, participating in weekly stand-ups, and providing on-going technical guidance and updates.
Platforms: PC
Team Size: 6
Project Length: Ongoing (June 2023 - Present)
Next Milestone: Vertical Slice Demo (March 2024)
Engine and Tools: Unreal Engine 5, Visual Studio, GitHub, Trello
C# Visualizer Extension
Link: GitHub Repository
My Contributions:
- Designed and implemented the architecture and user interface of a Visual Studio extension that generates class diagrams from C# projects.
- Leveraged the Roslyn .NET compiler platform to analyze C# code and extract relevant information for diagram generation, including classes, interfaces, methods, properties, and their relationships.
- Utilized the Microsoft Visual Studio SDK to create a new Tool Window within the Visual Studio IDE, integrating seamlessly with the existing interface.
- Visualized class diagrams using Windows Presentation Foundation (WPF) to create an interactive and user-friendly experience.
Platforms: Windows
Team Size: 1
Project Length: January - May 2026
Technology and Tools: Visual Studio, C#, .NET, .NET Framework, Windows Presentation Foundation (WPF), GitHub
RIT BetterMaps
Link: GitHub Repository
Category: Interactive Map
My Contributions:
- Utilized the Unified Modeling Language to facilitate the design of the BetterMaps app with use case, architecture, and class diagrams.
- Designed and implemented a local database to store persistent data about users, locations, and building amenities with the Android Room library.
- Incorporated unit and instrumented tests to ensure that code and UI interactions functioned as intended using the JUnit and Espresso testing frameworks.
Platforms: Android
Team Size: 5
Project Length: September - December 2024
Technology and Tools: Android Studio, Java, Google Maps API, Android Room, JUnit, Espresso, Git, Trello
TaskMaster
Category: Task Management
My Contributions:
- Designed and built a database schema that persisted data on users, tasks, and sessions with PostgreSQL and the psycopg database adapter for Python.
- Implemented a RESTful API using Python's Flask framework to enable database interaction through HTTP endpoints (GET, PUT, POST, DELETE), allowing for integration with the front-end client.
- Constructed a web application that provided a user-friendly and responsive interface with the React JavaScript library and the Reactstrap CSS framework.
- Created unit tests to ensure expected functionality during happy path and edge cases using Python's unittest library.
Platforms: Web
Team Size: 2
Project Length: August - December 2024
Technology and Tools: Visual Studio Code, PostgreSQL, Python, Flask, unittest, ReactJS, Reactstrap, Git, Trello
Crystal Towers
Link: itch.io
Genre: 3D Adventure Platformer
My Contributions:
- Designed and implemented gameplay functionality used to create elemental bullets.
- Used Unreal Engine's Blueprints and Niagara systems to make interactive and visually pleasing assets.
- Collaborated with other engineers to playtest and debug issues.
Platforms: PC
Team Size: 5
Honors: Won 1st place in all categories at the Bullet Jam.
Project Length: 1 week (April 13 - 20 2023)
Engine and Tools: Unreal Engine 5, GitHub
Atoll Tale
Link: itch.io
Genre: Adventure platformer
My Contributions:
- Managed a team of developers by scheduling meetings, handling task management tools, and finalizing creative decisions while adhering to Agile principles in Scrum-style sprints.
- Crafted 3D and 2D assets to match the design specifications of a 3D world inspired by Captain Toad: Treasure Tracker and The Legend of Zelda: Link's Awakening.
- Implemented assets in Unity by working with materials, shaders, and UI canvases.
Platforms: PC | WebGL
Team Size: 4
Project Length: 4 months (August - December 2022)
Engine and Tools: Unity, Autodesk Maya, Adobe Photoshop, Substance Painter, Trello
Personal Eyes
Link: itch.io
Genre: 3D survival horror
My Contributions:
- Created 3D environment models and textures inspired by PS2-era games.
- Interacted in an art pipeline including a creative lead, concept artists, and other 3D developers.
- Attended weekly stand up meetings to report progress and demonstrated progress to Rockstar triweekly.
Platforms: PC
Team Size: ~10
Honors: Accepted into RIT's MAGIC Maker Program twice. Received frequent feedback from Rockstar Games developers. Exhibited at Imagine RIT 2022.
Project Length: ~1 year (June 2021 - May 2022)
Engine and Tools: Unity, Autodesk Maya, Adobe Photoshop, JIRA