I am a Digital Media Game Arts student specializing in Game Development, complex 3D modeling, and Animation. I love bridging art and code whether I'm writing GLSL shaders, scripting game logic, or designing parametric generative models.
ConnectI am a Digital Media Game Arts student at York University with a "digital-to-physical" mindset. My work spans complex game mechanics, 3D asset fabrication, and full-stack web development, allowing me to bridge the gap between artistic animation principles and the engineering precision required for physical manufacturing.
I have developed a rigorous command of the 3D pipeline and game engine implementation. Whether I am rigging and animating characters in Maya, utilizing Rhino 8 for exact NURBS modeling, or building complex vehicle physics in Unreal Engine 5, I am equipped to adapt to any stage of a production workflow.
Complementing my technical skillset is a strong foundation in operational leadership. Having managed daily operations, safety compliance, and scheduling for a team of over 100 staff members as a Rides Department Supervisor, I bring the discipline and organization needed to be a highly reliable collaborator on complex technical projects.
A lone passenger is trapped on a cruise ship after a catastrophic breakdown. Once filled with life, the ship has fallen silent, and horrifying anomalies from the deep have awoken. You must navigate the decaying corridors before becoming lost at sea forever.
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A high-paced action shooter meets farming simulator. Born from a game jam prompt to "combine hated genres," players must defend their farm against hordes of enemies, using dropped ammo as seeds to regrow their lifeblood crops.
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An Unreal Engine 5 racing game where players balance speed and handling to set records. Features complex drifting, pitch/roll controls, and strategic boost mechanics.
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A narrative-driven adventure built in UE5. Players navigate maze-like castle grounds, defeat gnomes, and explore deep mines to uncover the truth behind a kingdom's madness.
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A cyberpunk-themed 2D runner developed in Unity. Taught myself C# and the Unity engine from to build this game, implementing dynamic spawning obstacles and a risk-reward ability system.
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A fully rendered animation featuring a flying dragon landing and walking toward a mountain cave. Modeled, rigged, and animated from scratch utilizing advanced techniques.
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Recreated a realistic basketball shooting motion using real-life video as reference footage. Implemented HumanIK rigging and applied precise manual keyframing.
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Developed a dynamic animation demonstrating the core principles of squash and stretch, utilizing precise manual keyframing to achieve realistic motion and timing.
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A biological resource detailing the growth patterns, structure, and ecosystems of deep-water corals that thrive in the lightless, high-pressure abyss of the ocean. This provided the direct biological blueprint for the form-finding phase. By studying how these deep-sea corals branch and adapt to spatial constraints, I was able to define the parameters for the algorithmic growth in Grasshopper. It directly informed the visual density and the way the crown's structures reach upward and outward from a base scaffold.
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A highly detailed "Digital Clone" of a DJI Mini 2 Drone created in Rhino 8. Focuses on the transition from conceptual digital files to precise 3D objects using NURBS modeling.
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A sleek 3D yacht model generated using a simple sketch as a reference for a video game asset. Demonstrates a mastery of user-generated forms and intricate geometries.
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An expansion of the base dragon model focusing heavily on visual fidelity. Applied intricate 3D shading and texture mapping to bring the creature's scales to life.
A complex organic modeling project. Focused on establishing strong topology and anatomy for a mythical creature utilizing advanced 3D sculpting techniques.
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A foundational 3D modeling project focusing on hard-surface mechanical design. Utilized sculpting and mapping to create a detailed drone asset.
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Collaborated within a four-person academic team to develop a custom Android app investigating how UI timer emphasis affects user stress and retention. Co-authored the resulting HCI research study, analyzing performance metrics and cognitive load during Japanese character acquisition.
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A full-featured native Android application built in Java. Features secure user authentication, SQLite database storage for profiles, and a dynamic diary system utilizing Intent-based navigation and custom ListViews.
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A round-based number guessing web game testing mathematical intuition. Features server-side logic, dynamic difficulty scaling, and automated win-streak tracking.
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This system was creating by combining a continous cellular automata with a multi-agent system (Reaction-Diffutiona and Chemotaxis). It is based around a bioloigcal system but also seems like electrons passing through a electromagnetic field, creating trail dark vaccum trail.
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This system explores the choatic movement patterns of a artifical micro-organism population.
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This is mostly a self-sustaining ecosystem that looks like a coral structure but behaves like a flame.
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This is a self-sustaining ecosystem made from a combination of the Game of Life and Brian’s Brain with waves/tides moving across the screen with an island in the background.
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An immersive, audio-reactive 3D installation built in Max/MSP and Jitter. Engineered a custom projection mapping system to render and seamlessly split dynamic 3D environments across a three-projector physical array, while coordinating spatial hardware routing for lighting and audio.
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A real-time, interactive 3D environment built entirely in Max/MSP/Jitter. Features a node-based architecture managing custom 3D Blender models, animated camera matrices, and dynamic visual transformations driven by real-time audio amplitude mapping.
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A multi-stage generative visualizer built in Max/MSP. Utilizes custom filter banks and amplitude analysis to dissect an audio track in real-time, mapping frequency data to algorithmic 2D drawings, creating complex, time-sequenced geometric animations.
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