Education & Extra Curriculars
University of Southern California
Bachelor of Fine Arts in Game Development and Interactive Design
Minor in Video Game Production
August 2022 - May 2026
GPA: 3.6
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A scholar of the Gerald Lawson Foundation Scholarship Program partnered with Sony, which works to increase the pipeline of historically marginalized talent in the gaming industry
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Served as the President of USC's chapter of Omega Psi Phi Fraternity Incorporated
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Unity 2024 Award Best Student Project Winner
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2025 IGF Audience Choice Award Winner
Work Experience
June 2025 - Aug 2025 and June 2026 - Present
Unity and Unreal Engine Instructor
iDTech - Premiere STEM Educator
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Unity Instructor: Led week-long Unity game development courses with VR for groups 10-15 students, teaching Unity fundamentals and visual scripting while guiding them through core VR design and game development principles; ensured each participant gained the confidence and skills to enable students to build functional VR prototypes.
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Unreal Engine Instructor: Instructed cohorts of Students (ages 13-17) in Unreal Engine game development through intensive week-long classes, teaching core engine systems, how to code using visual scripting, and foundational game design principles while guiding each student through building fully playable prototypes.
June 2024 - Present
Community Games Lab - USC
Design Lead for Full Court Uprising and Social Worker
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Collaborative Event Coordination: Coordinated and managed events, research projects, and competitions in a USC lab, providing organizational support and hosting activities for both students and local communities.
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Full Court Uprising: Worked as the design lead over the course of a semester helping define the player experience and overall goals of an action-adventure game pulling experience.
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Enemy Design for Full Court Uprising: Designed and implemented two AI enemy types in Unreal Engine based on detailed design documentation, leveraging Behavior Trees to create distinct combat behaviors and complementary interactions that produce varied and engaging combat scenarios.
Project Experience
Level and Puzzle Designer
Sisyphus's Worst Day (Again) - USC Games
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Trap Design: Designed two unique trap documents that go over functionality and implementation details that built out the extent of what kind of puzzles could be created in a single series and in combination with other traps designed by other members of the design team.
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Level Design: Built and iterated on seven levels centered around new traps that built players' knowledge of how to solve puzzles, building on their understanding of how to best use every trap at their disposal.
May 2025 - May 2026
Dec 2025 - Jan 2026
Game Designer
Down-Under Destruction - PlayStation Career Pathways Solo Game Jam Project
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Gameplay Design: Designed and implemented 7 modes of fire built around a fantastical tool each curated for a specific play style and evoking a different feeling from each other.
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Designed a movement system that allows players to move dynamically within combat evading enemies and move quickly between disconnected areas in each level smoothly
Combat and Enemy Designer
Concrete Jungle - PlayStation Career Pathways Fall Game Jam Project
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Combat Design: Designed and implemented a core player combat system built off of the core principles that make up great game feel for combat encounters.
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AI Design: Developed a behavior tree for basic enemy AI with a scoring algorithm to determine waypoint pathing.
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UI Design: Constructed UI wireframes and assets that followed along with the themes of our game in a clean, concise manner.
Aug 2025 - Oct 2025
May 2024 - May 2025
Level Designer
ScareCrow - USC Games
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Level Design: Innovated and prototyped two unique backyard levels, each brimming with diverse obstacles and traps tailored for a stealth-driven tower defense experience, creating similarity in each without a stale game feel between each level.
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Content Design: Balanced waves of enemies to scale difficulty for new and returning players from internal and external playtests and helped tutorialized players on each enemy type within the game.
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Research & Concept Development: Conducted in-depth research on backyards, gardens, and parks, giving insight into creating captivating 2D concepts that serve as the foundation for future fully realized maps.
May 2023 - May 2024
Associate Producer and Social Media Manager
The WereCleaner - USC Games
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Production Work: Managed the progress of weekly tasks for a cross-disciplinary team of 30+ including developers, designers, artists and engineers, to maintain year-long production momentum.
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Built out 5-week macro schedules detailing weekly sprint tasks and the overall roadmap for all departmental leads to highlight priorities and delegate tasks to other team members.
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Developed the VO production schedule including voice actors recording schedules while managing the equipment budget and other necessities required for recording sessions.
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Social Media Management: Created content for the TikTok social media campaign, including the promotion schedule leading up to the games release on Steam and iOS Devices.
Skills
Design Expertise
Level Design
Bheavior Trees
Prototyping
Combat Design
3D Modeling
Game Design
Puzzle Design
Systems Design
Enemy Design
Gameplay Design
Code and Scripting
Blueprints
C#
Engines and Platforms
Unity
Unreal Engine 5
Tools and Software
Blender
Pipeline and Production
ClickUp
Figma
Notion
GitHub