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PROJECTS


GNOME INVASION
Winner of GDEX's "Most Innovative" Award

Gnome Invasion is a fast-moving Tower Defense game using the Augmented Reality and Hand Tracking systems within the Meta Quest 3, developed in just few a weeks in the Spring of 2025. Defend YOUR home from an assault of Gnomish attackers without the need of any controllers, just use your real hands!

The navigation system I designed for Gnome Invasion allows the enemies to navigate in real space, including scaling furniture! The game features 2 towers with a modular upgrade system, fully interactive UI using gesture controls, and 23 unique gnome types!

Moon Tycoon
Lunar Simulation Software at NASA's KSC

During my time as a Software Development Intern at NASA’s Kennedy Space Center in Fall of 2024, I continued work on Moon Tycoon, an application that procedurally generates realistic lunar terrain using real NASA data and imagery. The project enables interactive exploration of the Moon, including spawning and controlling rovers, robots, spacecraft, and other assets within a detailed simulation.

I improved terrain fidelity and visual quality through procedural noise, PBR materials, and a complete lighting overhaul, alongside general bug fixes and system enhancements. A highlight was developing a real-data-driven Sun and Earth placement system that updates in real time, supports a century of data, and is accurate enough to simulate lunar eclipses, making the experience both technically robust and scientifically grounded.

PORTS Simulation
Decommissioning Assistance Software for DOE

During my time as Project Supervisor at Ohio University’s GRID Lab in Spring–Summer 2024, I led the development of a DOE-contracted Unity application simulating the Portsmouth Gaseous Diffusion Plant to support decommissioning efforts. The project delivered a fully interactive, large-scale 1:1 recreation of the facility’s exterior and surrounding areas, allowing users to explore and analyze the site in a detailed 3D environment.

I oversaw a multidisciplinary team of 3D artists and developers, guiding the creation and integration of high-fidelity assets, lighting, and environmental details to ensure both visual accuracy and performance. The application is nearing the end of development, but I unfortunately had to leave production early to participate in the NASA internship.


DentEase Fluff Adventures
3rd Place - 2024 48h IVRHA Hackathon

At the First Annual International Virtual Reality Healthcare Association (IVRHA) Hackathon at Ringling College of Art and Design in Sarasota, FL, I represented Ohio University's College of Emerging Communication Technologies along with 2 graduate students. Together with Anesthesiologist Tammie Hyde and XR Expert Mark Lambert, we created DentEase: a concept for using VR in dental care. The entire project was created within 48 hours, and was awarded 3rd place!

In order to remove the childhood fear of the dentist's office, our team create DentEase: Fluff Adventure as a way to implement AR technologies to distract the patient while also allowing them to be easily accessible to their parents or dental practitioner. Using the cuddly character Fluff, we can calm the child while also educating them!


Elite Squadron
3D Animated Short Film Made For VR

Elite Squadron: A Star Wars Story is a 9-minute short film set in the Star Wars universe, where the viewer is immersed into the role of a X-Wing Pilot on a training mission that goes wrong. The project was made using Blender and Adobe Premiere Pro.

The project is best viewed in a VR headset and with a nice set of over-ear headphones, as it uses 3D Spatial Audio!


BOLD Hockey
Arcade-Style Hockey for OU Student Expo

My first entry to the OU Student Expo: BOLD Hockey was a class project created within Unity. Designed as a 2-player competition, the game could be controlled with keyboard and mouse,  gamepad controllers, or touchscreen. While it did not place in the Expo, it was very popular with the student body!

Every model, texture, and mechanic was made 100% by me during the semester, and the game was specifically designed to be able to run on low-end devices like smartphones, hence the retro art style. 

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