Projects developed for release, focused on delivering complete player experiences through production leadership, systems design, and cross-functional collaboration.
Release: May 2025
Steam Link: Chaos Classroom
Chaos Classroom is a fast-paced action roguelite and bullet-heaven game released on Steam in 2025. Players navigate imaginative, reimagined school environments while surviving escalating waves of enemies using a dynamic roster of student characters.
Role
Producer / UI Developer
Key Contributions
Led production for a 15-person multidisciplinary team across two semesters, managing scope, sprint execution, and cross-functional alignment
Owned backlog and user story structure, ensuring clarity across design, engineering, and art teams
Facilitated Agile ceremonies, maintaining team accountability and delivery momentum
Identified and resolved blockers and cross-team dependencies to support consistent progress
Transitioned into UI development, contributing to front-end systems and player-facing interface implementation
Outcome
Successfully shipped a complete title on Steam (2025)
Delivered a multi-semester project from concept through release
Demonstrated adaptability across roles while maintaining production continuity
Tools
Unity, C#, HacknPlan, GitHub
Rabid Troll Studios
Planned Release: TBD
Dwindle is a psychologically driven survival and resource management game set in a collapsed 1902 coal mine, focused on moral decision-making, worker relationships, and long-term survival under pressure.
Role
Producer
Key Contributions
Managed Agile workflows and coordinated cross-functional development across design, engineering, and art
Owned backlog structure and user story definition using HacknPlan, aligning priorities with evolving gameplay systems
Facilitated standups and sprint execution to maintain team accountability and delivery momentum
Identified and resolved blockers and cross-team dependencies to keep production on track
Designed and led a recurring internship program (18 participants), expanding team capacity and improving onboarding processes
Outcome
Supported development of a systems-driven survival experience centered on player choice, tension, and emergent narrative
Improved team organization, delivery consistency, and onboarding efficiency through structured production practices
Tools
Unity, C#, HacknPlan, GitHub
Planned Release: Summer 2027 (Early Access)
Capstone project focused on building a fast-paced, systems-driven trading simulation combining financial mechanics with game progression and player decision-making.
Role
Solo Developer
Key Contributions
Designed and implemented core gameplay systems, including:
dynamic stock market simulation
event-driven price changes
player progression across themed markets
Built modular systems supporting scalability, including event systems, UI feedback, and player tools
Balanced gameplay systems to create engaging decision-making loops and player progression
Iterated on design through continuous system refinement and feature expansion
Outcome
Developed a fully functional prototype with expandable systems architecture
Demonstrated product thinking through integration of gameplay, progression, and player feedback systems
Ongoing development with planned release following additional system expansion
Tools
Unity, C#, HacknPlan, GitHub
Real-world systems and product solutions built for external stakeholders, focused on operational efficiency, scalability, and measurable impact.
Client: Centro de la familia
Deployed for client use; not publicly accessible
Client-facing academic project focused on designing and delivering a centralized data management and reporting system for a nonprofit organization using Google AppSheet.
Role
Team Lead /App Lead Developer / Systems Implementation
Key Contributions
Designed and built two fully functional applications using AppSheet:
Client support and data management system
Administrative user management system
Centralized previously fragmented data, forms, and reporting workflows into a single system
Translated stakeholder requirements into structured data collection and automated reporting processes
Deployed the application to the client and conducted hands-on user training
Transferred system ownership and supported setup of nonprofit Google infrastructure
Outcome
Reduced report generation time from 1–2 weeks to ~5 minutes with significantly improved accuracy
Delivered a scalable, maintainable system actively used by the organization
Improved data accessibility, consistency, and operational efficiency across the team
Tools
Google AppSheet, Google Workspace
Focused experiments and academic projects designed to explore systems, tools, and development pipelines while building practical production experience.
Academic multiplayer team project focused on networked systems and player session flow using the Alteruna Multiplayer SDK.
Role
Developer / UI & Systems Implementation
Key Contributions
Built player-facing systems on top of an existing multiplayer framework
Developed core UI: title, character select, and ready-up lobby flow
Structured player flow from entry → lobby → gameplay
Integrated assets and resolved bugs impacting usability and session flow
Outcome
Delivered a functional multiplayer experience
Strengthened understanding of multiplayer systems and player lifecycle
Tools
Unity, C#, Alteruna Multiplayer SDK, GitHub
Solo academic project focused on building an accessible physics-based puzzle game, designed to support players with diverse needs through integrated accommodations.
Role
Solo Developer
Key Contributions
Designed and implemented core physics-based gameplay centered on block interaction and puzzle-solving
Integrated accessibility features, including:
Text-to-speech (UI, instructions, object descriptions, and timers)
Audio feedback through differentiated sound cues
Visual accommodations such as grayscale mode for colorblind support
Closed captioning and visual timer alerts
Developed player-facing systems, including unlockable themes and mock microtransactions to simulate monetization design
Implemented a change log system to communicate updates and improvements to players
Outcome
Delivered a fully playable, accessibility-focused game experience
Demonstrated how inclusive design and system-level accommodations can improve usability across diverse player needs
Tools
Unity, C#, GitHub, Windows Text-to-Speech (TTS) Reader
Solo academic “serious game” project designed to teach planetary physics through a pool simulation where gameplay changes based on each planet’s environment.
Role
Solo Developer
Key Contributions
Designed and implemented physics variations based on planetary conditions (gravity and atmosphere)
Adjusted gameplay feedback, including collision behavior and audio response, to reflect environmental differences
Built levels for each planet in the solar system with unique gameplay conditions and educational context
Integrated in-game learning elements, including planet-specific tips to reinforce player understanding
Outcome
Delivered a complete, end-to-end interactive learning experience
Demonstrated how system-driven design can reinforce player learning and engagement
Tools
Unity, C#
Academic pipeline team project focused on environment optimization and visual enhancement using tools such as shaders, LODs, and particle systems.
Role
Developer / Systems & Effects Implementation
Key Contributions
Built initial world framework, including environment setup and player movement integration
Implemented particle systems (blizzard and smoke) to enhance environmental immersion
Applied full-screen shader effects to improve visual presentation
Integrated background music to support overall player experience
Outcome
Delivered a functional interactive environment showcasing optimized rendering and visual effects
Strengthened understanding of game development pipelines and real-time visual systems
Tools
Unity, C#, GitHub