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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

  • 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

  • ​Served as the President of USC's chapter of Omega Psi Phi Fraternity Incorporated

  • ​Unity 2024 Award Best Student Project Winner

  • 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

  • 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.

  • 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

  • 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.

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • AI Design: Developed a behavior tree for basic enemy AI with a scoring algorithm to determine waypoint pathing.

  • 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

  • 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.

  • 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.

  • 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

  • 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. 

  • 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.

  • Developed the VO production schedule including  voice actors recording schedules while managing the equipment budget and other necessities required for recording sessions. 

  • 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

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