Game Developer from Delaware. I like to make all sorts of games and work either solo or with rather large teams. I'm a generalist in most solo work, but I do specialize in 3D art as a Technical Artist on larger teams. In development, I don't have too many preferences when it comes to 2D, 3D, art style, game engine or whatever- though I do prefer Godot in many circumstances to Unity, which I am also experienced in. I am also currently working for Dark Tonic on their game Blunderbusted, a gallery-shooter roguelike, as a technical artist.
Below are my games, many of which were group work for University classes, game jams, or other sponsored projects. The higher ones are more recent, and I believe reflect my best work. Some standouts are as follows:
Kronos Manor, a point and click game developed for a 400-level Game Studio course with a team of nine where I was the lead programmer.
Summer Scholars, fittingly named as a tech demo for the University of Delaware Summer Scholars program completed in the summer of 2024. It focuses on 3D art and environments, specifically as a demo to show my many disciplines as of expected of Technical Artists. This includes rigging, animation, shader knowledge, toolmaking, and more. I did this one solo, and nearly everything in the project aside from the PBR textures were hand-made.
Lastly, Wooden Wars, a collaborative project done for a game jam in about a month. It's a genuinely enjoyable, polished product and some of my proudest work for not only the tight deadline, but also for having unique gameplay that feels notonly polished, but challenging. As a cooperative project, both my colleague and I shared essentially all of the work across disciplines on this game, functioning as programmers and artists.