Projects

Graphic design projects can be found on my Portfolio page.

Portfolio »


Plantformer Plant

Plantformer

Game for Game Design Methods course (Fall 2018) about a plant wizard making platforms out of plants. Led game direction and delegated tasks. Collaboratively designed and implemented mechanics, levels, narrative, UI, animations, and sprites. Developed in Unity and C#. Art assets produced in Adobe Photoshop and Illustrator. Edited trailer in Adobe Premiere.

Full written process piece pending!

itch.io » Trailer » Full Playthrough »

Uplift

Game prototype for Game Design Methods course (Fall 2018) about staying positive when the sky is falling. Solo project. Implemented fun loop, game state, mechanics, UI, animations, etc. Created all sprites and backgrounds. Developed in Unity and C#. Art assets produced in Adobe Photoshop.

Build Links and Development Process »

Subpar Game Logo

Subpar

Final project for student-run Game Development course (Spring 2018). Contributed to design and implementation of various gameplay loops, mechanics, UI, and animations. Designed most sprites and overall art direction. Edited trailer in Adobe Premiere.


Course Connect Demo Image

Course Connect

Final project for "Computing for Social Good" course (Fall 2017). Web app enabling Berkeley students to create listings to find and collaborate with their peers in campus study spaces.

Rigid Body Simulation Final Deliverable Video

Rigid Body Simulation

Computer Graphics course final project (Spring 2018). Simulation of rigid bodies interacting in physically realistic ways. Uses Forward Euler to simulate motion, the Discrete Element Method to model collisions, and a spatial map to detect collisions.


Bunny in a Cornell Box rendered with 1024 samples per pixel

Path Tracer, Part 1

Computer Graphics course project (Spring 2018). Implemented routines of physically-based renderer using path-tracing algorithm, including scene intersection, bounding volume hierarchy optimization, global illumination, and adaptive sampling.

Dragon in a Cornell Box rendered with changing depth of field

Path Tracer, Part 2

Computer Graphics course project (Spring 2018). Implemented routines of physically-based renderer using path-tracing algorithm, including glass, mirror, and microfacet materials; depth of field; and basic GLSL shaders.


Puff the Puffin App Logo

Puff the Puffin

Infinite-runner libGDX game prototype developed for Android during Cal Hacks 2015. Produced art assets and integrated assets into code.