Engines
Insomniac Games, June 2023 – Sept 2023
Emergent Dialog tool and asset
➤ What I did: Worked as part of the Core Performance Team at Insomniac Games. During my internship, I created a purpose-built editor and asset for the emergent dialog used in our games. This includes designing, implementing, and testing the editor to fit the dialog and narrative teams’ needs as well as defining and building the asset type to be used in editor and at runtime.
➤ Manager: Elan Ruskin
Mercy, Feb 2024 – Present
Custom game engine from the ground up
➤ Link: GitHub Repo
➤ What I’m doing: I am currently working on implementing the editor using WPF so I can have a place to test any engine features I implement and explore connecting the C++ code of the engine to the C# code of the editor.
➤ What I’ve done: Modified Premake to build the engine on different systems, created an input and event system, and incorporated OpenGL/GLAD to start working on rendering.
➤ Languages: C++, C#
➤ Tools: OpenGL, GLAD, WPF
Prime Engine, Spring 2022
Expanding a proprietary engine
➤ Link: Deep dive into navmesh creation and code
➤ What I did: Add new functionality to an created by Artjoms Kovalovs. Engineered a navmesh using A* for pathfinding through cells and Simple Stupid Funnel Algorithm to find optimal path. Implemented frustum culling, collisions and gravity, and a wind shader with attenuation.
➤ Project length: 4 months
➤ Languages: C++, Lua, Python




