Projects

Undergraduate projects across systems, cloud, mobile, and real-time applications.

Selected team projects showing practical experience in custom engines, backend readiness, editor tooling, Android development, debugging, and collaborative software delivery.

Sep 2025 - Apr 2026 | GAM300/350 | Team of 13

Basil Engine + Tangled Memories

Technical Co-Lead / Secondary Graphics Programmer

Tangled Memories is a 3D narrative-driven puzzle game developed on a custom C++ game engine built from scratch by a multidisciplinary team of programmers and designers.

  • Co-built an OpenGL 4.6 rendering library with PBR, SSBO-based instancing, and a configurable multi-pass pipeline.
  • Built a font and text rendering system supporting world-space 3D text and screen-space HUD text.
  • Developed a prefab pipeline covering authoring, GUID-based asset references, hierarchy sync, and editor instantiation.
  • Integrated JoltPhysics debug rendering for real-time collision and physics body visualization.
  • Led RenderSystem refactoring by removing singleton usage and decomposing rendering responsibilities into modular systems.
  • Delivered editor tools including entity picking, transform gizmos, outline rendering, skybox editor, HUD inspector, and asset hot-rescan.

Mar 2026 - Apr 2026 | Cloud Computing Project | Team of 5

Cloud-Powered GIS Analytics Platform

Backend / Cloud Readiness Engineer

Team-based cloud computing project focused on a cloud-ready GIS analytics platform supporting GeoJSON uploads, spatial analysis, backend API processing, and scalable storage integration.

  • Improved backend stability and cloud readiness.
  • Enhanced the health endpoint to expose application status, storage availability, and runtime mode.
  • Strengthened validation, HTTP status handling, upload failure handling, and GeoJSON/GIS input checks.
  • Added structured request logging and request-ID tracing across upload and spatial-analysis APIs.

Jan 2026 - Feb 2026 | Mobile Computing Project | Team of 5

TinySell Android Marketplace App

Android Developer

Native Android peer-to-peer marketplace app built with Kotlin and Jetpack Compose. The app follows MVVM clean architecture with Room and Firebase Firestore for offline-first and real-time workflows.

  • Implemented real-time buyer-seller chat with Firestore sync, Room caching, ViewModels, and Compose screens.
  • Built a seller dashboard for managing incoming conversations per listing.
  • Developed offer and negotiation features with repository-layer separation and in-chat offer flows.
  • Designed reusable marketplace UI components and improved listing detail screen consistency.

GAM200/250 | Team of 8

Popplio Engine + Bass'N'Kick

Technical Lead

Bass'N'Kick is a 2D narrative rhythm game developed on a custom C++ game engine built from scratch. The project involved engine architecture, editor tooling, serialization, asset loading, and release support.

  • Designed and implemented a data-driven Entity Component System as the engine foundation.
  • Built JSON serialization for full scene persistence using RapidJSON.
  • Implemented parent-child hierarchy, local transform propagation, reparenting, and deletion cascading.
  • Developed a nested prefab system supporting save, load, instantiation, and two-way component sync.
  • Integrated ImGui docking with viewport, asset browser, camera gizmo, layer matrix editor, and console tools.

Jan 2024 - Apr 2024 | GAM150 | Team of 4

VOID

Programmer

VOID is a 2D single-player teleportation-based platformer developed using the AlphaEngine framework, with work across gameplay systems, modularization, serialization, and UI behavior.

  • Architected and led a rewrite of the game object system into dedicated modules.
  • Designed and implemented portal mechanics including coordinate conversion, placement preview, and range display.
  • Built a save system for level completion and UI button layout persistence.
  • Developed the level selection screen with custom cursor, hover animation, and dynamic button state handling.

Sep 2023 - Dec 2023 | GAM100 | Team of 5

Kronos Gate

Programmer

Kronos Gate is a 2D retro-style bullet hell space shooter developed in C using the CProcessing framework, with work across enemy behavior, collectibles, combat, and presentation features.

  • Designed enemy AI behavior with multi-point spawning, formation movement, hover patterns, and despawning.
  • Built collectibles and weapon drop systems including duplicate prevention and timed periodic drops.
  • Developed player projectile firing mechanics and integrated them into the game object pipeline.
  • Implemented a boss bullet pattern and a scrolling credits screen.