GAME DESIGN AND SOFTWARE
A small collection of my best programming projects. See more on my GITHUB.
During my time at Experian Health, I collaborated on development for the Patient Access Curator, a data curation service made to simplify claims management. Boasting a comprehensive set of features such as eligibility verification, coverage discovery, and coordination of benefits, the Patient Access Curator has prevented claims denials of over $1 billion since 2020. Learn more at Experian.
This is an early build of Protocol, a game in development by me and Christopher Wright. Protocol is an endless runner featuring multiple levels of increasing speed and difficulty. It is currently being developed in Unity using C#. I've been designing all of the visuals, including models, textures, and particle systems, as well as some of the game logic, such as player physics and collision. Shown here is the complete first level with more to come soon.
Piece x Piece is a chess adventure game designed in Unity to help engage children learning to play chess. Players explore a small town searching for hidden chess pieces to unlock new tutorial levels. It features a fully functional chess game with three AI difficulty levels and a local multiplayer versus mode. It was made for the Future Promises Foundation, a non-profit organization working to support Delaware's youth. You can learn more about them at futurepromises.org
The 2012 open world game Sleeping Dogs™ contains a rather interesting UI-based hacking minigame. Christopher Wright and I worked together to recreate this game as a fun project for me to learn Vue. While Christoper handled the front-end, I did the majority of the back-end, creating the game's core logic and structure.
MONO is one of the many game prototypes I made in Unity for my classes in college. It is an action platformer with a high difficulty curve, akin to games such as Super Meat Boy or Celeste. Being a programming focused project, the graphics are basic and there is no audio, but the gameplay features a full movement system, two enemy types, and level hazards.