Click any card to flip it. The front gives a quick overview, and the back gives more detail about the project story, technical role, design decisions, tools, and what I contributed.
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Featured Game
Welcome to Suburbia
A multiplayer horror-comedy game project set in an endless suburban neighborhood where ordinary life slowly breaks into cult chaos and demonic weirdness.
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Welcome to Suburbia
Welcome to Suburbia is one of my main game projects and a strong example of the kind of work I want to keep building. It mixes multiplayer interaction, procedural neighborhood ideas, humor, horror, and environmental storytelling into a world that feels playful and unsettling at the same time.
Role: Game developer, systems designer, worldbuilder, and creative direction.
Tools: Godot, multiplayer systems, gameplay scripting, procedural design ideas, and 3D workflows.
Notes: This project reflects a lot of my core interests in games: atmosphere, strange systems, player discovery, multiplayer interaction, and taking a familiar setting like suburbia and turning it into something increasingly wrong and memorable.
A UX/UI redesign focused on improving the zoo’s digital experience through stronger structure, clearer ticketing flow, and more polished visual presentation.
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Cheyenne Mountain Zoo Redesign
This project is a UX/UI case study centered on improving the Cheyenne Mountain Zoo digital experience. The redesign focused on stronger usability, cleaner page structure, clearer timed-entry communication, earlier fee visibility, and a more polished ticket-purchase flow that feels easier to trust and navigate.
Role: UX designer, UI designer, researcher, and case study builder.
Tools: Figma, wireframing, interface design, prototypes, usability testing, and visual system work.
Notes: The work involved identifying pain points in the existing flow, improving navigation and purchase clarity, and building a cleaner rustic-modern experience with stronger branding and better user confidence throughout the checkout process.
A Quizlet-style study platform built for creating, managing, and reviewing custom study sets, flashcards, and quizzes.
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LearnMaster
LearnMaster is a collaborative web application designed to make studying more organized and flexible. It gives users tools to build their own study sets, review flashcards, and take quizzes in a more customized learning environment.
Role: Contributor on full-stack web development and implementation with Colin O'Connor, Kyle Okura, Adarsh Charugundla, and Matthew Egyed.
Notes: This project shows my experience with collaborative web development, authentication, backend systems, database work, and building a practical user-focused application from concept to deployment.
An interactive physical build using sensors, display programming, and enclosure design to count people in a room and visualize that information live.
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RGB Matrix Room Counter
This project combines physical computing, display output, enclosure thinking, and interaction design. The goal was to create a system that could sense room presence and communicate that count in a clear, engaging way through an RGB matrix.
Role: Interactive systems builder, prototyper, and enclosure designer.
Notes: This project reflects my interest in connecting code, electronics, fabrication, and visual output into one cohesive build. It shows how I approach both technical functionality and physical presentation.
A dedicated space for hardware-based builds, prototyping, fabrication workflows, and projects that combine physical form with technical execution.
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Physical Prototyping and Fabrication
This section separates my fabrication and physical build work from my UX/UI work more clearly. It covers projects where the outcome depends on iteration through materials, enclosure design, assembly, electronics, and hands-on making.
Role: Prototyper, maker, fabrication-focused builder, and technical problem solver.
Tools: 3D printing, Arduino, enclosure design, laser cutting, basic electronics, and physical prototyping workflows.
Notes: This space is useful for showing that my work is not only digital. It highlights my ability to move from concept into physical testing, iteration, and final presentation across interactive builds.
A space for interface design, layout systems, polished front-end execution, and the workflow of moving from concepts and wireframes into usable digital products.
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UX and Front-End Work
This card separates my UX/UI and front-end work from my physical work. It is a better place to show how I translate layouts, design direction, and usability thinking into polished screens and functional interfaces.
Role: UX/UI designer, front-end builder, and layout-to-interface problem solver.
Notes: This section supports the more professional side of the portfolio by showing that I can work through both design thinking and implementation. It is a strong place to show front-end polish and clear user-centered work.
A 3D platform shooter concept that mixes movement, action, and stylized game feel into a fast, playful prototype.
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Wizza
Wizza is a 3D platform shooter project built around movement, playful combat, and a more action-focused game feel. It fits into the side of my work that explores game mechanics, player control, and the overall rhythm of a playable system.
Role: Game developer, gameplay designer, and systems builder.
Tools: Game engine workflows, gameplay scripting, 3D design thinking, and prototype iteration.
Notes: This project is a good example of my interest in building mechanics-forward interactive work and exploring the relationship between movement, shooting, player feel, and visual identity in a game prototype.