I build interactive systems.

Independent software engineer focused on real-time interactive systems: network programming, physics, UI/UX, optimization, prototyping, interactive 3D, data visualization.

94%positive reviews
20M+YouTube views
2,000+user-created levels

Experience

Jan 2021 — Present

Independent Developer / Software Engineer

Self-Employed

Built, shipped, and maintained independent PC/Mac games and interactive software, owning engineering, design, platform integration, content pipelines, and post-launch updates.

  • Shipped Golf Around, a multiplayer PC/Mac golf game featured on the Steam bestseller list and rated 94% positive.
  • Generated significant organic reach, including 20M+ YouTube views across creator/player content.
  • Supported a creator ecosystem with 2,000+ user-created levels, custom 3D model importing, and multiple major content updates.
  • Shipped Golf Around 2, a sequel with redesigned systems, expanded content, and new technical architecture.
  • Shipped and prototyped additional independent projects, including Golf Galore and other experimental multiplayer systems.
  • Built MIDI Magician, an in-development music visualization/piano education system involving MIDI parsing, timeline playback, scrubbing, synchronized 3D animation, and interactive playback.
Mar 2024 — May 2024

Network Engineer, Contract

Blinkmoon Games Vancouver, BC, Remote

Optimized complex networked projects in Unity.

  • Improved session flow, stability, and performance through network programming.
  • Optimized compilation workflows involving shaders and external packages, resulting in order-of-magnitude speedups.
Sep 2018 — Oct 2020

Engine Programmer

Cybernetic Entertainment · Dallas, TX

Built interactive edutainment prototypes.

  • Built edutainment prototypes involving robotic characters, real-time animation, tutoring flows, and interactive gameplay.
  • Built a piano tutor prototype that parsed arbitrary MIDI files, simplified arrangements into playable note sequences, generated finger assignments, and rendered performances with inverse kinematics.
  • Built a chess tutor prototype with a custom chess engine, move-evaluation logic, and inverse-kinematic character animation.

Skills

Primary tools

C#, Unity, C++, Unreal, Blender, Git, WASM

Education

Bachelor of Science in Computer Science

Trinity University
May 2018

Thesis

AI solver for incomplete-information games using CFR+.

Advisor: A. X. Jiang

Interests

Piano player & composer, chess expert (2070 FIDE peak), intermediate Japanese speaker. Interested in ancient history, architecture, and 3D modeling.