Bullhorn

Bullhorn logoIn 2023, I joined Bullhorn, the developers of software that streamlines the workflow of recruitment agencies around the world. Bullhorn's systems use Angular 13+, as well as some legacy systems using ColdFusion.

AmWell

AmWell.com From 2012 to 2023, I worked as Principal Engineer for AmWell's "Online Care", a tele-health product used now used by many health care institutions. I've assisted Amwell both with internal tools used for system maintenance (using Flask, Python, etc) as well as lots of clientside projects using Angular, Stencil, and many other proprietary UI tools.

Locking

Locking - A game for the 2018 Movie Game Jam Playable in your browser! Locking, a parody on Interstellar's Docking scene, was made for the 2018 Movie Game Jam using Unity. Players must maneuver their craft in a zero-G, zero-friction environment to line it up underneath a wildly spinning space station. The game was made over the course of about a week, with myself doing the design and programming, and sound effects by Junhee Kim (Compozerjun). The game had some trouble balancing its difficulty, with few testers able to successfully complete it. In a way, this is meant to simulate the difficulties of the movie, but it definitely needed some adjustment to make it less frustrating.

Rain Climber

Rain Climber - a Ludum Dare game I created Rain Climber together with artist Alexandre Tanaka for Ludum Dare 38, a 72-hour game jam. You play as a small water sprite named Colin, climbing up between rain drops as they fall in slow motion. The game is available (free) on itch.io and supports mouse or controller input. Its source code (made in C# and Unity 5.6) can be viewed on Github.

Black Mesa

Black Mesa project I worked on the Black Mesa mod (a recreation of 1998's Half-Life in the Source Engine) as a Choreographer from December of 2008, up until the mod's release. Their website is available here. My job involved creating believable NPC performances in choreographed 'cutscenes' using the Source engine's Action-Level control system, Face Poser. The mod can be downloaded for free from the project's website, and a premium version can be purchased on Steam.

Old college/hobby projects

SoulStarer.com

SoulStarer.com SoulStarer.com was a project I made in my own time to flex some web development skills. It's a site that lets you build very simple webpages consisting of an image, an audio track, and a slow zoom onto a point on the image. While I'm proficient with various JavaScript frameworks, I decided to built Soul-Starer mostly from scratch, to make use of some of the more recent advancements in HTML5 technology. The lack of extra libraries or overhead grants it some very fast load times, and no incompatibilities to speak of besides not supporting older browsers.

I took down the site due browsers enacting audio disabling by default on load (a logical change, to curb annoying advertisements). While sites like YouTube are often granted user exceptions to these rules due to link sharing, the purpose of the site was mostly lost when shared links were silent by default. An old mock "ad" for the site can be found here.

LavaSurf

LavaSurf, a game project made in Flash

LavaSurf is a Flash game I created with two other team members over the course of three weeks. We came up with an original game concept and then built a prototype. As well as the concept and core ideas for the gameplay, I helped to implement the system of physics as well as numerous minute details. After a lot of tweaking, we felt we had achieved something that was fun to play.

Further details can be found here - but due to Flash's unavailability on modern computers, it may take some extra effort to run the project files.

Shrink

One of my larger projects at R.I.T. was a game called Shrink, a 12-man class project in which we made a 2D platformer in XNA over 10 weeks. In the game, your character's primary ability was being able to shrink and grow himself, as well as anything he carries. I helped to define the structure we decided on for the overall code. I was also a programmer on the team, responsible for ensuring that the rest of the game's code fit well into the camera movement. I also made possible the ability to scale down the world to a tiny size. A video is viewable here.

Pilferocalypse

Pilferocalypse, a 2D game made in DirectX10

Pilferocalypse is a game I created in a team of three people during my senior year at RIT. It is a 2D platformer made using DirectX 10 and C++, with support for two players and Xbox controllers. My main contributions to the project are the camera control, engine structure, and collision detection/response. A video of it can be viewed here.

Dora Links

A minigame I worked on in the video game Dora Links

While completing an internship for Imaginengine, a game company (now closed) in Framingham MA, I programed various minigames and fixed bugs in the childrens' game Dora Links, using Lua and C++ in their proprietary engine. I used my personal judgment to adjust difficulty and various parameters for each minigame to be suitable for younger children.

Animation

While I have not been credited on any official works, I've always had a personal interest in animation. I have basic knowledge of tools like Maya, but primarily have taught myself using tools in the Source game engine, beginning with simple but effective "stop-motion" screenshots in Garry's Mod, and moving on to Source Filmmaker, a free tool used by Valve to create trailers for their games. My YouTube channel can be viewed here.