Hero

Hello World!

Photos taken by me with a Sony A7iii

Summary

   I am a Senior Year Software Development student at the University of Utah. My degree has an emphasis on game development, and I have extensive experience with game engines such as Godot and Unreal Engine 5. I was also the programming team lead of Utah Student Robotics, a student organization that competes in the annual NASA Lunabotics competition against 50 teams. Factoring in my coursework and experience as a Teaching Assistant for the School of Computing, I have formidable talent in multiple domains of software development along with the confidence to communicate and collaborate effectively, and I demostrated this as an intern at Silverlake Axis and I am looking to transition into the industry.

Utah Student Robotics 1st Place

The competition is simple. Move the most amount of material from the excavation zone into the dump zone, and don't hit any rocks on the way. In 2024, we got 3rd place doing that, and in 2025 we got 1st place. We moved the most amount of moon dirt (LHS-1) both years out of all 50+ teams from universities around the US and the military. My team and I developed the mission control software and robot systems almost from scratch in Rust (still the only team to do so) and we received numerous awards. Not only was our bandwidth the smallest, we were also the only team capable of streaming 7 cameras at once along with telemetry and remote control, which earned us an award in wireless communication.

Technology

The entire robot is programmed with Rust. tokio is used as the core model of execution, rayon for CPU level parallelism, and wgpu with compute shaders written in WGSL is used for any GPU programming. The code base can be explored at lunadev-2025 for the 2025 competition. The mission control software is developed in Godot and is used to visualize the robot's state and direct the robot's autonomous actions. Communication uses a protocol that we developed for extreme minimalism over UDP, and we created a custom Behavior Tree implementation that is strongly typed and allows for certain compile-time safety checks.

rust wgpu
tokio godot

Game Development

There are about 3.22 billion self-reported gamers around the world, and the market size is about 220 billion USD and only going up. Despite how lucrative this might seem, I studied game development at the University of Utah because I wanted to make games that I would enjoy playing. The first proper game engine I learned was Godot and it is by far the engine I have the most experience in. Here at the U, I have taken courses in Unreal Engine 5 and GameMaker, and am now in Senior Capstone using Unity. Shown below is a game I made in my Traditional Game Development class.

Bola Screenshot

Bola was the first game I made in college. It was a 2D physics platformer made in Godot that underwent several iterations, many of which I wrote during my classes. My friends enjoyed it and influenced its development, so of course the next natural step was to add leaderboards and multiplayer. The leaderboard database API was implemented in Rust with Rocket but have since been taken down. Multiplayer was never finished. I subsequently practiced developing multiplayer with an FPS shooter, also in Godot, and was able to have 2 players and a spectator fight against one AI, but that was the extent of it.

Tiny Sheriff is the last video game I helped develop at the University of Utah. It is one of 6 games of the senior year undergraduates and each team is comprised of 30+ students. The game is developed exclusively in Unity with C#, and it represents a 2 semester effort from August 2024 to May 2025. The game includes full integration with Steam including Cloud Saves, Achievements, and Statistics. While the game is certainly an achievement for all of us in the team, we struggled with leadership without adequate support from faculty, and I believe we would all be able to create a much more compelling game with more mentoring.

Honorable mention: Universe Within

Web Projects

0.5x 5x

Masses

3 Body Problem

A simulation of three gravitational bodies written in Rust and compiled to WebAssembly. The simulation is done on the GPU using WebGPU through wgpu and wgsl. Rapier2D was used to implement physics collisions. The color of each pixel represents which body has the most gravitational influence. For example, the region near the blue circle is shaded blue as most of the gravity is coming from the blue circle. However, at the exact center of the canvas at the beginning, the color is black as the gravity from all 3 bodies cancel each other out.

Thanks for taking the time to check out my website. This may be my largest frontend project so far.

If you are a recruiter, consider checking out my resume.

If you are interested in viewing the source code, check it out here.