Game engineer and technical designer, with a focus on exploring curiosity. Previously an award-winning educator and entrepreneur.
Gameplay engineer & designer
2D underwater stealth game with procedural animations
- Developed smart enemy AI with behavior trees and utility AI theory
- Multi-thread fish flocking system supporting 800+ agents at 60fps
- Led a 4-person team delivering a vertical slice. Later continued as solo developer
Gameplay engineer at Fermata Inc
- Premiered Lovebird, a AI powered dating simulator, at SXSW 2026 with a team of 6
- Led gameplay engineer and tech design on a AI game demo for Netflix R&D
- Built a "Storybeat" Blueprint system letting designers direct scenes like a director, via a datatable workflow
Gameplay Engineer
Whimsical 3D adventure game with 3 switchable characters released on Steam with a team of 30+.
- Built a dialogue subsystem powering all conversations, and cinematics through a datatable pipeline, speeding up narrative design, writing and audio work
- Developed a ground pound mechanic for destructible objects
Director / Lead engineer & designer
A journey between a small kid and their watchful protector, inspired by works of Famito Ueda. Led design and engineer on a 17+ team at USC Games.
Gameplay designer and engineer
3D point-and-click narrative driven game about a hurt pigeon in an attic exploring family memories. Winner of Indiecade Hidden Heroes Jam 2023.
Founder / Designer / Engineer
- Designed and developed an eLearning platform teaching 1800+ Hispanic students about game development and technical art
- Led a 7 person team creating 120h of content around C++ gameplay programming, shaders and vfx with funding from Epic Games Mega Grant program
During my time at USC I challenge myself as an engineer and storyteller, learning múltiple skills.

Learned and developed graphics projects with OpenGL and C++, implementing camera, shaders and ray tracing.
Directing actors and getting body and face mocap performance with Motive on a real professional mocap stage.
Polish mocap animations on Motion Builder, export and use them on Unreal Engine metahumans for a polished final previs with Sequencer.