About
I'm a game developer with a BS in Game Design and Development from RIT.
I work in Unity and C#, mostly on gameplay systems. I've learned to fill gaps where I see them, building a diverse set of skills in the process.
Projects
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2025
Screen Space
Your health is the territory you control.
Designed and developed a territory-based couch co-op shooter in which player health is tied to the player's controlled space. Implemented a dynamic map system that uses Delaunay Triangulation to generate and transfer player territories during runtime.
The map is split into triangles once, and each triangle remembers its neighbours. A hit then just hands one triangle to the player who landed it.
- 1.1 released, bringing online play and CPU opponents.
- Online play is host authoritative, using client prediction to make it feel smooth.
- CPU opponents. They path through the territory graph across four difficulty tiers, with separate combat behaviour per ship.
- Released on Steam.
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Screen Space Theme
The theme I wrote for Screen Space.
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2026
SponsorSkip
Sponsor reads, found and skipped from the transcript.
Designed and built a Chrome and Firefox extension, backed by a local program, that reads each YouTube video's transcript and skips its sponsor segments. The default reader is an ensemble of seven small models trained on community-labelled transcripts, running on the CPU with no data leaving the machine. Higher levels are opt-in and route the transcript to the user's own AI through a provider-neutral adapter.
The free level is a marker trained on transcripts labelled by the SponsorBlock community: seven small detectors over sentence embeddings, then a second stage that decides where each read starts and where the show resumes. It is tuned by channel-grouped cross-validation and graded once per held-out set on the share of ad time actually skipped, next to the seconds of show lost per video.
Everything above the free level is optional because it costs the user something: the GPU's time, or their AI plan. The program talks to any AI through a small adapter, answers only the extension, and never sends the video anywhere but YouTube and SponsorBlock.
- Public. Security review before release: Host and origin checks on the program, a reading queue, safe model loading, and offline tests of who it answers.
- Any-AI adapter: Claude Code, Codex, Gemini, Ollama or an OpenAI-compatible API, picked in the popup. Level-1 models published as a release the program fetches and checks by hash.
- Free level graded once on a fifth held-out set: 63% of sponsor time skipped at under 5 s of show lost per video, without a language model. Four reading levels in the popup.
- Marker pipeline: SponsorBlock sampling, caption crawl, labelling, features and training. Hand-written cue rules found 63% of reads on a low-review holdout, which is why a trained model was needed.
- First version: the extension, the local program, and a full transcript read by Claude, with a review card for submitting finds back to SponsorBlock.
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Game Graphics Engine
While studying game graphics programming at Rochester Institute of Technology, I built a 3D graphics engine. My graphics engine was built within DirectX11 in C++ and supports lighting, physically based rendering, normal mapping, shadow mapping, and post-processing.
Utilized specialized shaders to create effects such as PBR, normal mapping, and shadows.
Implemented cameras and movement, realistic lighting, and blur, pixelation, and posterization as post-processing effects.
Experience
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Jan – Jun 2025
Research Developer · Rochester Institute of Technology
Worked on a GPU accelerated fluid simulation, focusing on data visualization for a grant presentation. Researched and presented emerging technologies such as digital twins and Nvidia Omniverse for future implementation.
Researched emerging technologies like digital twins, and worked on a proof-of-concept demo.
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Orbital Trajectory · Academic project
Orbital Trajectory is a 2D game built alongside a team of 4 within Unity. I contributed a drag and release control system, onboarding tools, and visual aids.
The player is a rocketship lost in space with a limited amount of boost, using the gravitational fields of nearby planets to reach the goal.
Worked on a hierarchical orbiting system allowing for complex level design, and produced custom art and effects.
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Friendly Fire · Academic project
Friendly Fire is a roguelike built in MonoGame by a team of 5. I contributed greatly to the systems and main gameplay loop of the game, programming the level system, enemy AI, movement, collision, and UI. Production utilized agile methodologies.
Implemented a collision system, a custom character controller, and diegetic UI.
Added multiple AI entities producing unique projectiles, and a level creation and storage system using file I/O.