Published Games

Mobile, Desktop, and Browser; Commercial and Freeware



As Team Lead, I completed all Project Management tasks, including the initial prototype, pitch and weekly progress updates using both live meetings and pre-recorded videos. Scope and schedule definition and adjustment. Communicated requirements for code, art, audio and game/level design.

Kung Twu

Developed Aug - Dec 2019

Team Size: 25

As lead programmer, I developed all major game engine systems including asset lazy loading, axis aligned bounding box collision detection, user input, animation & sprite atlas, rendering (including multiple layers of parallax), menu system & input, enemy AI, and progression system. Contributed numerous pieces of environment art.


Developed Aug - Dec 2018

Team Size: 32

As the Project Lead, I designed levels 2 and 3 and all cutscenes. As Lead Programmer, implemented the animation, enemy AI & pathfinding, power up, checkpoint & continue, screenshake, menu, cutscene, and credits systems. Implemented a Point in Polygon system to detect collisions between arbitrary convex polygons. Also contributed and incorporated artwork for all flying and two ground-based enemies and several pieces of environment art including the volcano.

Dream Racer

Developed May - Jul 2018

Team Size: 23

Implemented the pseudo-3D effect and the custom level editor as part of the initial prototype. Designed the Night City and Desert levels, including the street lights, lighting effect on the road and a dozen billboards. Implemented the enemy AI, collision detection, and incorporated nearly all art.

Xeno Jackers: Lite

Developed May - Jul 2020

Team Size: 12

As Co-lead, I provided the necessary programming support to ensure game development progressed on schedule. Implemented the provided art and design direction, including initial prototype, scene/menu system, collision detection, keyboard controls, Tiled Map Editor integration, and animation system.


As a game development team member, I primarily used my JavaScript skills to implement various features and gameplay mechanics. Additional contributions included game and level design, art and UI/UX layout.


Developed Jan - Apr 2020

Team Size: 15

Replaced the HTML5 Canvas rendering system with a WebGL implementation, saving over 2,000 draw calls per frame and preserving a 6ms frametime while adding a post-processing warping effect. Implemented a background thread level loading/unloading system. Designed significant portions of the game world as well as two enemies including their art, integration, and AI.

Exit the Shadow

Developed Mar - Jun 2019

Team Size: 20

Replaced a bitmap shadow effect with a WebGL rendered one which enabled use of multiple light sources and colors as well as the 'wobbling' of torchlight. Designed and implemented one Boss and modified existing art to create tiles used for all floors and walls.

Warped Radar

Developed Nov 2018 - Feb 2019

Team Size: 24

Integrated Tiled Map Editor, implemented depth sorting, offscreen tile culling, and a branching dialog authoring tool. Incorporated art, dialog, and interactivity for nine characters. Wrote primary dialog throughout the game and designed and implemented the accusation system to create a win condition.

In the Zone

Developed Jul - Aug 2018

Team Size: 11

Implemented the menu system, including the Credits scene, Credits functionality, selection of game modes, and difficulty levels. Implemented the difficulty levels themselves along with designing and implementing the Around the World, Practice, and Demo game modes. Created and incorporated the Street Court art.



In my solo games, I was responsible for all Project Management tasks, inlcuding schedules, feature lists, budget, contracting, QA, and Marketing.

Cover the Core

Implemented using Objective-C, OpenGL-ES, and SpriteKit, Cover the Core takes advantage of touch, gyro, and accelerometer input to provide the user with a mobile 3D experience which includes in-app purchases, Facebook and Twitter integration, and Game Center Leaderboards. Implemented primarily with iOS 5 and released for iOS 6.

Code Fall

Developed using Swift 2.0 and SpriteKit, Code Fall earned over 5,000 downloads, primarily in China and the United States. Code Fall uses touch input and custom text parsing to enable users to write pseudo-code and develop a limited space invaders-like game within the game.


Word Fall

Implemented using the Phaser JavaScript game engine and bundled into a downloadable game for Windows and Mac via NodeJS.