I build games from both sides of the screen! Blender and Maya, Unreal and Godot all to form great ideas. This is a collection of what I've made while learning to bridge Art and Programming.
A turn-based JRPG battle system built with a multi-level Blueprint inheritance hierarchy (base character class branching into player and enemy types). Combat VFX — healing, slashing, powerups, and mana-based damage — are built in Niagara and synced to combat animations via Animation Notifies for consistent hit timing.
A predator-prey ecosystem simulation exploring population bottlenecks and evolutionary pressure. Traits (movement speed, vision range, food efficiency) are defined as ScriptableObject data assets and mutate across generations, so new traits can be added without touching existing code.
CS senior with an animation minor, graduating December 2026. I split my time between Blender and Maya on the art side, and Unreal Engine 5 and Godot on the development side — building the kind of projects that need both.