C++ game engineer with an M.S. in Computer Science. I build the systems that make games feel right.
Implements the tumble tile model as designed by Robert Schweller and Tim Wylie. This project was done for the Algorithmic Self-Assembly Research Group (ASARG) at the University of Texas - Rio Grande Valley.
Developed a 3D RPG featuring custom spawners and a climactic boss room. The boss enemy leverages a dual-LLM architecture to dynamically decide actions and dialogue based on its current mood state. Integrated ElevenLabs for real-time voice synthesis, enabling fully voiced NPC responses. Built a voice-to-voice pipeline where players speak to the boss and receive spoken replies creating an immersive, AI-driven combat experience.
Teaching Computer Science courses at the college level, bringing real-world research and industry experience into the classroom to help students build a strong foundation in CS fundamentals.
Conducting theoretical research in molecular computing, exploring Chemical Reaction Networks, Tile Assembly Models, and computational complexity at the nanoscale. Working at the intersection of mathematics, biology, and computer science.
Teaching Introduction to Computer Science across multiple sections, covering topics from Boolean logic and web technologies to AI and game development. Focused on making foundational CS concepts accessible to students of all backgrounds.
Built and maintained full stack web features using TypeScript and Dockerized microservices, from audio/image processing tools to secure backend APIs. Collaborated with cross-functional teams to ship scalable, production-ready applications.
Supported student success through grading, office hours, and one-on-one guidance. Helped create an encouraging learning environment where students could confidently engage with course material.

C++ game engineer and college instructor based in Austin, TX. I teach C and C++ at the community college level and build games focused on the systems and visual effects that make gameplay feel alive. I'm drawn to the mechanics and rendering details that players feel more than they see.
Have a project in mind, or hiring for a team that ships? I'm open to the right opportunity.