Shroomy Doomy
This is a 2.5D, tile-based strategy adventure with cooking mechanics that power up the player.
Worked with a team of 7 to build it on a custom C++ engine, contributing engine systems, gameplay systems, level tooling, and balance. We designed and tuned the cooking system (ingredients → recipes → temporary buffs), built editor/debug views, and iterated from playtests to keep the strategy loop tight and readable.
KamiKaze
This is a 2D arcade shooter inspired by Flappy Bird and Cuphead. Navigate tight spaces, dodge patterned attacks, and make split-second calls as colossal kaiju threaten the city.
Built in Visual Studio with a team of 5. I owned the power-up system (design + implementation), main menu/UI flow, and contributed game art assets to keep a consistent style and readable gameplay.
Dimsum Hustlers
Dimsum Hustlers — An isometric, fast-paced cooking sim where you race the clock to serve customers across three randomized stages: Normal, Ice, and Dark Mode. Built by a 4-person team in under 10 weeks.
Exploring chatGPT for Quest Systems in Unity
Research prototype of an LLM-driven quest system in Unity. I implemented the C# gameplay and automated evaluation pipeline, running 3,600+ test runs with logged metrics and sanity checks. Co-authored the methods/results paper with a 7-person team.
The EDGE conference
Led a 30-person ops team for a 3-day international conference, driving a 5-month planning cycle (master schedule, staffing, vendor/AV) and owning day-of coordination and incident resolution to keep the program on time.