

✦Fun Facts✦
• My name is pronounced "Victor"
• My favorite games are "Pikmin" and "Undertale"
• My favorite show is "FLCL"
• I was a theater kid
• I have the gene that makes cilantro taste like soap
Game Developer
Systems Design | Production | Programming | Leadership
Current focus
• Student
◦ CCNY Gaming Pathways Program
◦ EGD Collective Game Studio Program• Executive Producer
◦ EGD's Mock-AAA Studio with 100+ students
Experience Highlights
• 18+ projects in leadership, design, production, and programming
• Award-winning games at multiple events
• Two consecutive awards at NYU's Global Game Jam
• Executive Producer for a 100+ student studio starting Fall 2025
Design Philosophy
My mission is to pursue unconventional ideas that value entertainment above all else.Whether developing rapid prototypes or managing long-term production cycles, I bring technical proficiency, creative problem-solving, and proven leadership to deliver engaging interactive experiences.
Experience/Education
(Sorted By Date)
Game Studio Program Fellow
A game development fellowship program involving team-based learning and industry preparation
Solo Developer
First industry internship developing unit testing infrastructure and features for CapitalismCraft, a business management simulator
Project Lead
A summer internship program where industry-mentors guided me in the development of a 1-month jam, starting from conceptualization to release
(Sorted By Date)
FAVORITES
Design Producer
ss(🧑100+)mm(100+ Team Members)ee | ss(📅May '25)mm(May '25 | 9 Months)ee
Fill in the Blank! ss(🏆)mm(Audience Choice Award @NYU Game Center)ee
Project Lead
ss(5🧑)mm(5 Team Members)ee | ss(📅Jan '25)mm(Jan '25 | 4 Days)ee | ss(🎲"Bubble" Jam)mm(Global Game Jam | "Bubble" Theme)ee
2025
Programmer and Designer
ss(2🧑)mm(2 Team Members)ee | ss(Jan '25📅)mm(Jan '25 | 7 Days)ee | ss(🎲)mm(Game Jam | "Power" Theme)ee
Designer and Programmer
ss(2🧑)mm(2 Team Members)ee | ss(May '25📅)mm(May '25 | 2 Months)ee
(An Interactive VR Musical)
Technologist
ss(6🧑)mm(6 Team Members)ee | ss(July '25📅)mm(July '25 | 4 Days)ee | ss(🎭)mm(Mixed-Reality Musical)ee
Executive Producer
ss(🧑100+)mm(100+ Team Members)ee | ss(🛠️)mm(In Pre-Production)ee
2024
Project Lead
ss(5🧑)mm(5 Team Members)ee | ss(Jan '24📅)mm(Jan '24 | 3 Days)ee | ss(🎲)mm(Global Game Jam | "Make Me Laugh" Theme)ee | ss(🏆)mm(Best Use of Theme Award @NYU Game Center)ee
Programmer and Designer
ss(40+🧑)mm(40 Team Members)ee | ss(June '24📅)mm(June '24 | 8 Months)ee
Project Lead
ss(4🧑)mm(4 Team Members)ee | ss(July '24📅)mm(July '24 | 2 Days)ee | ss(🎲)mm("Water" Game Jam)ee
Programmer and Designer
ss(4🧑)mm(4 Team Members)ee | ss(Aug '24📅)mm(Aug '24 | 2 Weeks)ee | ss(🎲)mm(Mental Health Game Jam)ee
Programmer and Designer
ss(5🧑)mm(5 Team Members)ee | ss(Aug '24📅)mm(Aug '24 | 2 Days)ee | ss(🎲)mm(Decay Game Jam)ee
Sole Developer
ss(1🧑)mm(1 Team Member)ee | ss(Nov '24📅)mm(Nov '24 | 2 Days)ee | ss(🎲)mm(Homage Game Jam)ee
2023
Designer
ss(7🧑)mm(7 Team Members)ee | ss(Apr '23📅)mm(Apr '23 | 2 Days)ee | ss(🎲)mm(Bee Game Jam)ee
Programmer and Designer
ss(7🧑)mm(7 Team Members)ee | ss(Sep '23📅)mm(Sep '23 | 2 Weeks)ee | ss(🎲)mm(Unthemed Game Jam)ee
Project Lead
ss(4🧑)mm(4 Team Members)ee | ss(Dec '23📅)mm(Dec '23 | 1 Month)ee | ss(🎲)mm(Unthemed Game Jam)ee
Refold
🛠️Lead Game Designer
🧑Team of 4
📅4 months, Apr '23
🏆Best Overall GSP Game ~EGD '23
Overview
Control a crumpled ball of paper that can transform into different origami shapes, each with different abilities!Led game, level, and audio design for a 4-person freshman team in EGD's Exploration Program
Contributions & Information

Concepting
Inspired by my love of crafting paper cranes, I proposed a shape-shifting paper ball concept to my team. After exploring multiple game genres, we settled on a 2D platformer that showcased our core mechanic.
I designed three distinct player forms - Ball (Speed), Crane (Gliding), and Frog (Double-Jumping) - each solving different platforming challenges.

Level Design
I hand-drafted level outlines on looseleaf paper, emphasizing form-switching as the core mechanic. I required players to master one form before progressing to multi-form challenges. This approach created a steady learning curve from single-form tutorials to complex multi-form platforming sequences.

Playtesting
Early tutorial levels proved too difficult during playtesting at CCNY's Unreleased Games Arcade. I observed player behavior and simplified the difficulty curve accordingly.

Audio
I composed music and SFX using real paper sounds and foley techniques, matching the game's tactile paper aesthetic. Despite limited music experience, I kept compositions simple and joyful to complement gameplay.

Exploration Program
An introductory program ran by EGD Collective to introduce interested freshmen to the world of Game Development.
General-Overview
Contributions & Information

CONCEPTING
Inspired by Super Mario Galaxy's "Sling Pods," I pitched a bee-themed high-score game during our evening brainstorming session. I created a rough MS Paint concept sketch to communicate the core slinging mechanic and pollination gameplay loop to the team.

Project Management
When I couldn't attend the jam day, I created detailed task lists and a game design summary for each team member the night before. This ensured development could continue smoothly without confusion during my absence.

SGDA x EGD Game Jam
A 2-day game jam where teams developed bee-related games. Sling Bee achieved top 5 placement in multiple categories: 4th Overall, 2nd Audio, 1st Accessibility, and 5th Gameplay.
Contributions & Information

CONCEPTING
I pitched a ball-based launching mechanic, The team liked the idea and we adapted it around available animal assets, creating an opossum escape scenario in a pet store setting.

Programming
As sole programmer, I implemented the core physics-based movement system and pellet collection mechanics. I overcame beginner challenges with Rigidbodies, impulses, line renderers, and colliders, then solved level design constraints by using ProBuilder to create custom level shapes.

Technical Implementation
I programmed all designer-requested features and integrated art assets, built the complete level with decorations, and created the title screen and game-over screen to deliver a finished product.

EGD GAME JAM
A 2-week team project for Game-Studio Program students, where I served as sole programmer for the first time, gaining experience with Unity's physics systems and collaborative development workflows.
Contributions & Information

CONCEPTING & SCOPE MANAGEMENT
I initially pitched "Balldyseus" with a detailed GDD, but recognized our team couldn't build the complex systems needed within the timeline. I pivoted to a simpler high-score concept with farm theming, keeping the core physics-based movement while ensuring deliverable scope.

PROGRAMMING & DESIGN
I adapted the physics movement system from Opossum Ops and refactored it for 2D gameplay. I implemented the complete game design including score systems, chicken catching mechanics, and visual feedback elements.

EGD GAME JAM
A month-long team game jam for Game Studio Program students where I served as project lead, coordinating art, audio, design, and programming while managing scope to meet deadline constraints.
Joke's On You!
🛠️Project Lead
🧑Team of 4
📅3 Days, Jan '24
🎲Global Game Jam
🏆"Best Use of Theme" ~GGJ @NYU Game Center
Overview
The King's financial committee has declared that, due to budget-cuts, only one Jester will be able to keep their job! As such, each Jester will take turns doing an Impromptu Performance for the King!
Contributions & Information

CONCEPTING & SCOPE
Inspired by "Jackbox Party Pack," I designed a social party game where one player is the king and others are jesters trying to make them laugh. I added a twist: the king can press X, Y, or B to spawn random elements that jesters must incorporate into their performances.

TECHNICAL DEVELOPMENT
As a beginner coder, I learned to prioritize function over form for rapid development. I abandoned complex modular systems in favor of simple, linear code that delivered the core concept within the 3-day timeline.

PROJECT MANAGEMENT & PRESENTATION
I coordinated technical work while managing team tasks and progress tracking. During the showcase, our game's social elements created laughter and engagement, leading judges to award us "Best Use of Theme."

GLOBAL GAME JAM @ NYU
My first Global Game Jam. A 3-day international event where teams create games around a shared theme, this year being "Make Me Laugh." Participated at NYU Game Center's GGJ site, which had it's own hand-picked judges and awards.
Contributions & Information

What's Studio Aspen?
A mock-AAA studio where roughly 50 students collaborate on a year-long game project. Teams are organized into Design, Programming, Art, and Audio disciplines with leads and an Executive Producer, simulating professional workflows.

Living Sword
An initial concept we were pursuing was the "living sword" concept where the sword and player are separate entities with opposing wills, centered around blood mechanics. I explored gameplay ideas like "blood-points" that attract your sword and splitting the character into two seperate being, though we ultimately kept a more straightforward approach while maintaining the core blood mechanic

ENEMY DESIGN
I designed enemies that reinforced the platforming-first, combat-second philosophy. The Hamburger enemy forced players to choose between killing for blood or using it as a platform for vertical traversal. The Popcorn enemy could be attacked with sword or energy blast, creating different interaction outcomes and player launch mechanics that supported both combat and movement.

Level Design
I conceptualized a branching path system with multiple difficulty routes to encourage speedrunning. The design allowed skilled players to take harder, faster routes while providing safer alternatives for less experienced players, creating natural skill-based progression.

AUDIO PROGRAMMING
As sole audio programmer, I designed and implemented a complete 3D audio management system. I learned collaborative programming practices including documentation and testing for pull requests, ensuring seamless integration with the 40-person development team.

Other Programming
I programmed the rotating slash wall mechanic and various UI functionality, adapting my coding approach from quick prototypes to maintainable, team-integrated systems.
Slides From Development




Contributions & Information

CONCEPTING
Working within IndieCade's Summer Climate Internship, I developed a climate-themed concept that tackled environmental issues with tongue-in-cheek humor. I combined Paper.io-style area control with bullet-hell mechanics, creating a game where players literally fight nature to expand farmland - a satirical take on agricultural expansion.

MENTORSHIP & COLLABORATION
I invited my friend Kaya to join as a learning opportunity for both of us. I guided him through Unity fundamentals and game development practices while he handled foundation programming. This mentorship experience taught me how to communicate technical concepts and coordinate development tasks.

Technical DEVELOPMENT
I implemented the area-control and bullet-hell mechanics, including cornfield creation systems and attack patterns. When initial Paper.io-inspired mechanics proved unfun in our bullet-hell context, I pivoted to a paint brush-style cornfield drawing system that better suited the gameplay.

VISUAL DESIGN & POLISH
I created all visual assets and integrated Unity's FEEL asset to add impactful visual feedback and UI interactions. This was my first time taking a leading art role, expanding my skill set beyond programming and design.

INDIECADE SUMMER CLIMATE INTERNSHIP
A mentored program where participants develop climate-themed games under industry professional guidance, culminating in a game jam competition among all participants.
Contributions & Information
CONCEPTUAL DESIGN
I designed a comedic "rap battle" experience where players help "Doctor Rap" rap-battle against the concept of water itself. Players choose from four dialogue options per-battle to view a humorous line of dialogue. The goal was pure entertainment rather than traditional gameplay mechanics.
TECHNICAL DEVELOPMENT
I handled all programming outside of UI implementation, creating the dialogue system, scoring mechanics, and win/loss conditions.
COMEDY EXPERIENCE DESIGN
Rather than creating a traditional game, I focused on crafting a "unique comedy experience" that prioritized humor and absurdity over conventional game design principles. The lack of clear win conditions was a deliberate choice to emphasize entertainment value.

WATER-THEMED MICROJAM
A 2-day game jam focused on water themes. Our interpretation took a deliberately absurd approach, treating water as a rap battle opponent rather than a traditional game element.
Contributions & Information
CONCEPTUAL DESIGN
I contributed to creating a rage game that simulates the disconnect between body and will when struggling to wake up. We drew inspiration from Ness's Up-B move in Smash Brothers - a mechanic known for its frustrating but precise control - to represent the internal struggle of depression.
PROGRAMMING & PHYSICS
As sole programmer, I implemented the challenging mouse-controlled movement system and all physics-based mechanics. I programmed the complete game from initial concept through final iterations.
LEVEL DESIGN
I designed levels for the first two-thirds of the game, creating challenges that followed Getting Over It's design philosophy - ensuring failures always felt like player mistakes rather than unfair game design. The goal was meaningful difficulty that reflected real struggle without becoming genuinely punishing.
SCOPE MANAGEMENT
When our initial ambitious dungeon concept proved too large for the timeline, I helped pivot to a focused core mechanic that better captured our mental health theme while remaining achievable within our 3-week deadline.
UNIT TESTING INFRASTRUCTURE
I established a comprehensive unit testing foundation for an existing codebase, creating the testing environment and framework from scratch. I designed test suites covering a wide variety of GameObject behaviors and interactions, ensuring reliable verification of game systems across different scenarios.

FEATURE DEVELOPMENT
I developed new UI features and implemented game events, integrating my code into the professional development workflow. I learned to work within established code architecture while contributing meaningful functionality to the live project.
PROFESSIONAL WORKFLOW INTEGRATION
I adapted to industry-standard development practices including code reviews, version control protocols, and collaborative programming standards. This experience taught me how to contribute effectively to a professional game development team.

PROJECT SHOWCASE
I helped represent MDG at AnimeNYC, gaining experience in commercial project presentation and public demonstration of game features to potential players and industry professionals.
MOST DANGEROUS GAMES
An indie studio founded by Eric Cheng, former Google Software Engineer, developing CapitalismCraft - a business management simulator with satirical commentary on capitalism's impact on society.
Contributions & Information
PROGRAMMING
As sole programmer, I implemented the complete Game & Watch recreation. I programmed all gameplay functionality from enemy spawning to score tracking within the 2-day timeframe.
RETRO AESTHETIC IMPLEMENTATION
I recreated the classic Game & Watch visual style in Unity, including the LCD-style display, button interface, and authentic retro gaming feel. The challenge was translating the iconic handheld aesthetic into a modern game engine while maintaining authenticity.
MOBILE-INSPIRED DESIGN
I designed the control scheme around clicking virtual buttons on the handheld device, creating an intuitive interface that mimicked the original Game & Watch experience. We purposely rejected adding input for keyboards to maintain immersion with the "system" itself, encouraging players to play on Mobile for the cleanest experience
DISCORD DECAY JAM
A 2-day online game jam focused on decay themes. Our team interpreted this through the lens of retro gaming nostalgia, creating a tribute to Nintendo's classic Game & Watch series.
Contributions & Information
PICO-8 DEVELOPMENT
I used PICO-8 and Lua programming for the first time, completing my first project within the 24-hour constraint. This experience introduced me to constraint-based development and the unique challenges of fantasy console programming.
PUZZLE DESIGN ADAPTATION
I adapted Catherine's 3D block-climbing mechanics to a 2D environment, redesigning the puzzle objectives from climbing to pattern-building. I maintained the core push/pull mechanics while creating new spatial challenges suited to the 2D format.
RAPID PROTOTYPING
Working within PICO-8's strict limitations, I learned to prioritize core gameplay over visual polish, focusing on making the puzzle mechanics functional and engaging within the time constraint while still keeping the visuals and UI as clear and elegant as possible.
INFORMATION
CLASS GAME JAM
A 1-day solo development challenge focused on creating homages to existing games using new tools and constraints.
Contributions & Information

CONCEPTUAL DESIGN
I created a unique hybrid of billiards, pinball, and turn-based strategy gameplay for my Classical Mythology class final project. I developed asymmetrical mechanics where the player moves with physics-based ball controls while enemies use discrete grid movement, creating strategic tension between fluid and tactical gameplay.

PLAYER AGENCY SYSTEMS
I designed dual-mode mechanics to address player agency concerns. Players could switch between "attack-mode" to damage enemies and "bounce-mode" to shove enemies and launch off of collisions. This system gave players meaningful tactical choices while maintaining the core ball physics concept.
TECHNICAL PROGRAMMING
I implemented grid-based enemy AI with A* pathfinding algorithms and physics-based player movement systems. I developed maintainable code architecture using inheritance, observers, and encapsulation - a significant evolution from my earlier jam projects that required disposable code.
ITERATIVE DESIGN
Through multiple playtesting sessions, I identified that the bounce-mode concept was too abstract for players to grasp intuitively. I redesigned it as a limited-use ability with automatic mode-switching and clearer UI, significantly improving player comprehension and engagement.
LONG-TERM DEVELOPMENT
I managed ongoing development while balancing other academic responsibilities, learning to maintain project scope and code quality over an extended timeline rather than sprint-based jam development.
ACADEMIC PASSION PROJECT
Originally created as a final project for Classical Mythology class, this evolved into an extended development exercise in sustainable game design and iterative improvement based on player feedback.
Dreamscape
🛠️Design Producer
🧑Team of 100+
📅8 Months, August '24
Overview
A collaborative game project currently in development by EGD Collective's Studio Aspen, a Mock-AAA studio comprised entirely of students
Contributions & Information

STUDIO ASPEN - EGD'S GAME STUDIO PROGRAM
A mock-AAA studio where 100+ students collaborated on a year-long game project. Teams were organized into Design, Programming, Art, Tech Art, and Audio disciplines, each with producers and an Executive Producer, simulating professional game development workflows at scale.

PRODUCTION LEADERSHIP
I was selected as Design Producer for EGD's largest Studio Aspen team to date (100+ members). I led and coordinated a team of 25 designers for a large-scale game project, managing communication between design team and other departments while maintaining project vision and scope.
GAME DESIGN DOCUMENTATION
I managed the comprehensive Game Design Document that served as the central reference for all departments. I ensured detailed, visual documentation using references, flowcharts, and images to prevent information bottlenecks across the 100+ person team, establishing clear design standards for the studio-wide project.
FOUNDATIONAL DESIGN
During pre-production, I filled design gaps and created challenges for future designers to solve. I developed starter concepts including player abilities, enemy types, and core gameplay systems, providing the foundation for the team to build upon throughout development.
WORKFLOW OPTIMIZATION
We iterated our departmental workflow where design created initial tasks, added them to the GDD for review, then coordinated with programming, playtesting, and art/audio teams through structured sprints and weekly meetings.
TEAM RESTRUCTURING
I learned to delegate effectively by restructuring the design team into smaller groups with dedicated leads responsible for specific game components. This organizational change freed me to focus on high-level management and feedback while giving team members greater ownership and more active collaboration with other departments.
Documentation Examples





Contributions & Information
SOCIAL GAME DESIGN
Building on my experience from Joke's On You!, I designed another Jackbox Party Pack-inspired social game that leveraged group dynamics and creativity. I created a word-completion format that encouraged collaborative storytelling and humor among players.
TECHNICAL LEADERSHIP
I led all technical development and design iterations while coordinating a 5-person team throughout the 4-day jam. I managed project scope, delegated tasks, and ensured we delivered a polished social experience within the tight timeline.
ITERATIVE DEVELOPMENT
I applied lessons learned from previous social game projects, focusing on mechanics that naturally generated entertaining player interactions and memorable moments that would resonate with jam audiences.
GLOBAL GAME JAM 2025
A 3-day international game development event, where I participated at the NYU Game Center Site. This year's theme was "Bubble." The "Audience Choice" award was determined by attendee voting, recognizing games that created the most engaging and memorable experiences during the showcase.
Contributions & Information
CONCEPTUAL DESIGN
I collaborated on designing a world where the power of dance overcomes a monochrome, joyless environment. We created simple herding mechanics focused on crowd control and hazard avoidance, emphasizing the transformative theme of bringing color and life through movement.

CROWD MECHANICS PROGRAMMING
I implemented bird-flocking algorithms to create realistic group movement where dancers move as a cohesive unit while maintaining individual behaviors. I adapted existing flocking solutions, then fine-tuned the system to balance group cohesion with individual character expression.
TECHNICAL PROBLEM-SOLVING
I solved the challenge of creating consistent isometric perspective across all game objects through careful layering and pivot point adjustments. While some visual imperfections remained, I developed solutions that addressed the majority of perspective and depth-sorting issues.
Kleptomancy
🛠️Programmer | Game Design Aid
🧑Team of 5
📅4 Months, May '25
🎲Game Studio Class Project
Overview
A mischievous little wizard is dead-set on wreaking havoc and stealing from a grocery store!Throw items in your cart, avoid the guard, slow down time, and get out with as much money as possible before the time runs out!
Contributions & Information
ADAPTIVE DESIGN
I contributed to identifying and solving a fundamental design challenge in our original concept. We pivoted from an open-ended puzzle system (which created unsolvable degenerate strategy problems) to a focused theft mechanic with risk-reward elements, demonstrating critical design thinking and scope management.
CORE PROGRAMMING
I implemented player movement systems, UI functionality, and the signature bounce mechanic that became central to gameplay. I programmed the physics system where items gain value based on wall bounces before landing in the cart, creating strategic depth while maintaining accessibility.
PROJECT MANAGEMENT
As project lead, I maintained Trello boards coordinating tasks between artists and programmers. I managed development workflows and ensured consistent progress across the team while balancing multiple responsibilities as both programmer and design contributor.
ITERATIVE DESIGN
I continuously refined game rules throughout development, addressing player behavior patterns and balancing the tension between risk-taking (complex bounces for higher scores) and safety (avoiding guards and managing time pressure).
GAME STUDIO CLASS PROJECT
A semester-long collaborative development project focusing on team coordination, iterative design, and professional development workflows within an academic setting.
Contributions & Information
COMPREHENSIVE GAME DESIGN
I created detailed design documentation including movement systems, enemy mechanics, and core gameplay loops. I designed the signature color-coded fist combat system where players punch matching colored targets to gain speed or reduce speed, creating risk-reward momentum mechanics inspired by movement shooters.

DOCUMENTATION & PLANNING
I developed comprehensive design frameworks using Miro boards to map player abilities. I created detailed flowcharts showing the relationship between movement mechanics, combat timing, and risk-reward player choices.
FULL TECHNICAL IMPLEMENTATION
I programmed all game systems. I implemented the momentum-based gameplay where punching pillars modifies the speed respective to the colored fist used.
UNREAL ENGINE CLASS PROJECT
A collaborative project designed to demonstrate technical proficiency in Unreal Engine development while creating portfolio-ready work for industry applications.
No Trespassing
🛠️Technologist
🧑Team of 6
📅4 days, July '25
🎭MTFxR Garage
Overview
A transgender coming-of-age musical that utilizes volumetric recordings, holograms, VR passthrough, and immersive set design to place viewers directly into the performance.This was a real-life performance that took advantage of XR technologies, and can no longer directly experienced.
Contributions & Information
Planning
After meeting my team, we had several brainstorming sessions to identify our skills, strengths, and goals and what direction we wanted to take this project. Our primary goal was to find a mode of interactivity that was immersive but didn't feel like it "gamified" the viewing of a musical. We settled on a Mixed-Reality concept that used the Meta-Quests passthrough and holograms depicting our actors to tell a trans-narrative with motifs centered around the bridge between technology and humanity

Volumetric Recording
Using ZED cameras at our disposals, i led the development of our volumetric recordings. We filmed our actors individually performing their scenes in front of this camera, and we later converted their movement into point-cloud holograms.

Hologram
I converted the point-cloud data captured by our ZED into a format usable by Unity, and adjusted shaders to only render what's needed from the recording.
NON-Technology
Beyond my role in VR development, I aided in Lighting and Set Design to help further immerse our viewers into the world of the musical.
MTFXR is an organization that provides opportunities for musical theatre makers and XR developers to experiment, build new ideas, and create radical storytelling through fruitful collaborations. This Garage event brought students and professionals across many disciplines to work together and prototype a musical XR experiences in four days.
Contributions & Information

EGD COLLECTIVE
A student-run nonprofit organization providing structured pathways into game development through mentorship, collaborative projects, and industry connections. The Game Studio Program simulates professional development environments at increasing scales of complexity and responsibility.

EXPLORATION PROGRAM LEADERSHIP
During my first year, I led a 4-person team through the foundational program designed to introduce students to game development. Our team developed multiple small projects culminating in Refold, which won "Best GSP Game" for the program that year, demonstrating early leadership and design capabilities.

STUDIO ASPEN DEVELOPMENT
As a Junior Programmer/Designer, I contributed to Striking Hell while learning large-scale collaborative development. I transitioned to Design Producer for Dreamscape, leading a 20-person design team within the largest Studio Aspen cohort to date (~80 members), managing comprehensive documentation and cross-departmental coordination.
EXECUTIVE PRODUCER TRANSITION
Currently selected as Executive Producer for the upcoming Studio Aspen project, representing advancement to the highest student leadership position. I'm now in pre-production planning phases, preparing to oversee all department coordination and studio-wide project management for an 100+ person team.
GAME JAM EXCELLENCE
I participated in numerous EGD-organized jams, developing projects including Sling Bee, Opossum Ops, Chick Chase, Against The Tide, Pick Yourself Up!, and Decay & Watch. My Global Game Jam teams achieved notable recognition: Joke's On You! won "Best Use of Theme" (2024) and Fill In The Blank! won "Audience Choice" (2025) at NYU Game Center.
PROFESSIONAL DEVELOPMENT
Through EGD's workshops, lectures, and networking events, I gained comprehensive understanding of industry practices, project management methodologies, and professional game development workflows. I regularly showcased projects at EGD events, building presentation and industry networking skills.
EGD Collective (Staff member)
A nonprofit organization dedicated to preparing students for the games industry. I am currently volunteering as part of the program's staffI am currently the Special Programs Coordinator & Academic Advisor for the program, planning and managing external events alongside offering academic guidance to studentsThis section is focused on my staff experience, related is my experience in their Game Studio Program
General-Overview
• Was the Hospitality Lead for our yearly gaming convention (Waffle Games 7.0), which involved training & managing our Registration, Facilities, and Catering teams.• Managing EGD’s GDC presence, planning and executing our yearly Student Meet Up and Tourism Day• Academic Advisor for Game Studio Program, keeping students on track to graduate and succeed in their desired discipline• Facilitating partnerships with external organizations, planning and executing one-off events
Skills Learned |
---|
Event Planning |
Team Leadership |
Staff Training |
Project Management |
Academic Advising |
Public Relations |
Community Building |
Waffle Games 7.0 Hospitality Lead
Waffle Games is EGD's yearly public games convention, featuring exhibitors, speakers, an open games library, free waffles, and more! I was selected to be the Hospitality Lead for the event, which involved managing, training, and assisting our Registration, Facilities, and Catering teams. I also aided in the procurement of guest speakers and exhibitors and helped ensure all hospitality tasks were completed as expected.
Special Programs Coordinator & Academic Advisor
Currently serving as Special Programs Coordinator & Academic Advisor for the organization. This position has me coordinate and manage one-time collaborations with external partners alongside our presence at GDC. I also serve as an academic advisor for those in our GSP program, where I track the classes and credits taken by my assigned students, offer guidance, and ensure they are on track to graduate.