I'm a Gameplay Programmer at IO Interactive holding a Master's degree in Computer Science from University of Southern California as a Fulbright Scholar. I also hold Bachelor's degrees in Genetics & Bioinformatics as well as Computer Engineering. You can check my resume and my sample code repository. Send me an email if you're interested in learning more abut me. You can also check out my blog here!
As part of the 3Cs team I'm mainly responsible from developing our gameplay camera systems. I'm collaborating with my peers to ensure a high quality of standard implementing features, fixing bugs and crashes and improving stability in our proprietary data oriented gameplay framework. I'm working closely with designers and producers to ensure our milestone goals are reached with the quality expected from a AAA game.
I'm developing and maintaining various gameplay features and systems within the Bannerlord project. I'm constantly working with the design, UI and engine teams to iterate on ideas, develop better systems, improve stability and resolve bugs. I'm also doing code reviews, refactors and test development to improve our codebase.
Click here to check out the game on steam.
I was part of the core audio team at Treyarch, extending our sound engine features for Call of Duty engine in C++ focusing on vehicle sound systems. I also programmed and tested new features for internal development tools as well as resolving various bugs. In addition, I designed, developed and pitched a multiplayer game mode to the team using a proprietary scripting language.
Click here to check out the game on steam.
I led level design for the USC Film School Thesis Project, Liquidators. I designed levels and worked on set dressing in collaboration with our creative director, game designers and artists. I also worked on resolving technical challenges within Unreal Engine 4.
Click here to download the game on steam for free
I managed the audio production pipeline from sound design to gameplay implementations, programming all SFX, music and mixer implementations in Unity with C#.
I was in charge of creating and ensuring the right vision for our game audio needs, communicating effectively with all team members.
Click here to download the game on itch.io for free
I built an audio engine with 3D spatial audio and digital signal processing capabilities using FMOD C++ API.
A medieval themed, risk-based endless runner game developed in Unity for my class “Mobile Social Games”. I led our team of six and I was in charge of design, engineering and production.
Designed, programmed and co-led this platformer game using Unity with a team of 5. It has been demonstrated on university publicity events. I programmed the character controls and animations. This was the first game project I ever worked on.
Click here for the full demo
I programmed a custom AI behaviour to let agents pick random waypoints from a given set and patrol the area.
I programmed and created a test environment of a look-at function for game agents.
A pong clone based on Game Programming in C++ by Sanjay Madhav written with SDL. I added minor improvements to the ball mechanic and added local multiplayer over the original implementation from the book.
Click here to check out the code.
Emilia's Canvas, a Game Design Document
Parking Slot Detection for Autonomous Vehicles from Surround Camera Image
Extracting Food Characteristics from Meals based on Deep Neural Networks
Software Requirements Analysis for an Inventory Management System
An Analysis of Python Software Foundation: 2016-2017
Classical and Quantum Applications, Protocols & Complexity