Warcraft Rumble:
Gameplay & UI Systems Engineer
I joined Warcraft Rumble during early development and helped take it from alpha through global launch. As a gameplay and UI systems engineer on the team, I focused on building scalable live-service features, refining player feedback systems, and maintaining performance across mobile and PC.
Key contributions included:
Ownership of the game’s celebration UI, VFX integration, and currency display systems
Front-end development for large features like the Sigil Road revamp and mini cosmetic skins
Implementation of data-driven UI architecture using ScriptableObjects and reflection
Unification of fragmented tooltip logic into a single, reusable system
I collaborated closely with game design, UX, tech art, and VFX to ensure each system felt responsive, polished, and visually consistent across the entire experience.
Chi Busters:
Chi Busters is a two player melee game I helped create while interning with Black Banshee Studios. For Chi Busters I was in charge of UI design and creations as well as environment art, level design, lighting and post processing. I put this video together to give you a glimpse of the UI, lighting, and environments I built. This was a great opportunity for me to learn more about Unity’s lighting system since I had to build two different lighting set ups for each of the six levels.One for the base state of the level and one for when a character uses a special ability.
Tales of the Mahabharata (TOMB):
TOMB is a top down RPG in which you play as the the five Pandava brothers in a fantastic retelling of the Indian epic. For tomb I was in charge of character sprite sheet creation and created over over 30 character sprite sheets and set up the character art pipeline so all of our artists could create a cohesive set of characters for the large world we were trying to create.
We Walked in darkness
We Walked in Darkness is a 2.5D side scrolling platformer where you play as two sibling slaves trying to escape to the north via the Underground Railroad. For We Walked in Darkness I worked on level design, environment art, lighting, post processing, prop modeling, and texturing. This is the first project I have worked on in Unreal Engine and was a great opportunity to learn a lot about the engine, since I worked on so many different aspects of the game. I created multiple environments for both indoor and outdoor scenes, I got to work with lighting, sharers, textures, 3D models and animations.
Tapster:
*This game is no longer publicly available on Google Play.
Tapster is a reflex based game were you play as a bar tender and your goal is to slide drinks to the target. For this game I was in charge of the UI creation including the customizable bar assets for the classic game mode as well various HUD elements. The bar was designed to be modular so that individual pieces could be swapped out and unlocked throughout game play.
Dragons Uprising:
This game is no longer publicly available on the App
Dragons Uprising is a mobile two player card game where players face off with their army of dragons to see who will come out on top. For Dragons uprising I was in charge of UI Design and creation. I built the 3D menu screen and created all of the cards and UI elements in the game.