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Season Madness

Developed in Unity using C#, Season Madness is a physics-based marble roller that leverages torque-driven motion to navigate players through four distinct, season-themed environments. You’ve successfully integrated a layer of strategic depth by implementing unique abilities, such as ghost-repelling pulses, alongside dynamic hazards like cannonball attacks and roaming obstacles.

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Connect 4 AI

This Connect 4 AI agent uses the Minimax algorithm with Alpha-Beta pruning to determine optimal moves. It searches up to 10 moves ahead, maximizing its own advantage while minimizing the opponent's, with Alpha-Beta pruning eliminating irrelevant branches to keep the search efficient and responsive.

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JCAT Game Engine

Built with C++ and Vulkan, the JCAT engine supports 2D/3D rendering, texture mapping, and dynamic cameras. I resolved AMD GPU compatibility issues via a composite alpha selection algorithm and developed a GPU scoring system for automated optimization. My contributions also included refining zoom functionality, debugging rendering artifacts, and authoring technical documentation.

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BlackJack

This is a Java-based Blackjack simulation features a text-driven interface where players compete against a virtual dealer following standard casino strategies. I implemented randomized ArrayList draws to simulate realistic deck shuffling and built a keyboard-driven interaction system for hitting and standing.

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Durak

Developed in Unity, this digital adaptation of the Russian card game Durak features a robust turn-based engine and an interactive UI. I designed a seamless single-screen multiplayer experience using pass-and-play controls and responsive input handling. To maintain the game's high stakes, I implemented custom logic to manage the shifting roles of "attacker" and "defender" while ensuring the deck and discard pile synchronize correctly across turns.

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