I am a graduate from DigiPen Institute of Technology and a former Software Engineer at Nintendo Technology Development. Programming and gaming are two of my biggest passions, and therefore pursuing a career developing software and games is a dream come true for me.
I have a great deal of experience in programming, both academically and professionally. As a masters graduate of DigiPen, I spent two years programming games and building up my game portfolio. In the fall of 2011, I developed three small 2D games in C++ which taught me the fundamentals of game and engine programming.
In the spring of 2012, I was part of a team that created a top down wave shooter called DOTS. This was the first major game project I worked on. I was in charge of visual design and programming graphical components such as lighting and post-processing using the DirectX 9 library.
My most recent project (and the project that I am most proud of) is a first person puzzle game called Chrononaut. I co-wrote the DirectX 11 graphics engine from scratch. Additionally, I was solely responsible for the creation of a tile-based deferred renderer that can support more than 1024 point lights at any time, with a frame rate of 90+ FPS. Some of my other notable contributions to the graphics engine include omni-directional shadow mapping, normal mapping and several post-process techniques such as glow mapping, screen-space ambient occlusion (SSAO) and fast approximate anti-aliasing (FXAA).
After earning my M.S. degree in Spring 2013, I started working at Nintendo Technology Development.
I was an Associate Software Engineer, and primarily worked on the Wii U SDK.
I was interested in this position primarily due to two reasons:
- I was looking to grow more as a developer and NTD provided me the perfect opportunity to build up my experience in writing software test programs.
- I could receive firsthand experience developing on consoles and working on lower level APIs.
Working as an engineer on the SDK team was extremely rewarding. We had a small team at NTD and therefore many of us had interchangeable duties.
During my time working there, I worked on resolving bugs for game developers, managing and maintaining a suite of autotests for the gamepad, as well as assisting some of the engineers from Nintendo of Japan with Hardware R&D work.
As a budding engineer, working on all these different disciplines with an experienced team of engineers has helped me see a different side of the game industry that I was not exposed to before.
I am confident that the skills I have gained at NTD have not only complemented my skill set in game development, but made me a more proficient software engineer.
In addition to programming games and software, I thoroughly enjoy hardware programming. My weapons of choice are generally the PIC microcontroller or the Arduino. Back when I was pursuing my bachelors degree in Computer Engineering at the University of Texas, Arlington, I was part of a team that developed a Nerf sentry gun. This sentry used computer vision to track moving targets and fire Nerf darts at them. I was involved in writing the embedded code that translated the target’s coordinates into motor signals that moved the sentry. This project was also the basis for my thesis in the Honors College.
After earning my B.S. degree in Spring 2011 (a few months before I started at DigiPen), I pursued a summer internship at GameStop HQ in Grapevine, Texas. I worked on a few engineering projects in their new Research and Development team. One of my main responsibilities was writing embedded code onto a microcontroller that allowed a gamepad to send Bluetooth commands to an Android tablet. I also worked with the other engineers on my team to design the controller and package the components in a manner that preserves the gamepad ergonomics.
My hobbies and interests include playing the guitar, basketball, cycling and of course, gaming. In my spare time, I also enjoy reading novels, listening to music, watching movies or catching up on TV shows.