I build systems that hold up under real, ongoing use, not just demos. Currently focused on engine architecture, rendering, and real-time systems.
I'm working toward a B.S. in Computer Science with an AI minor at Lewis University, set to finish in 2028. Before that I completed an A.A.S. in Computer Programming at Joliet Junior College, graduating with honors, and an A.A.S. in Culinary Arts at Kendall College. That path from culinary work to systems programming is part of why I build the way I do. I care about software that holds up under real, ongoing use, not just software that works in a demo. I'm also looking at the Fast Track option toward an M.S. in Computer Science with an AI concentration at Lewis, which includes a connection to Argonne National Laboratory.
A modular RPG engine built in Python, using data-oriented design and Design by Contract as guiding principles. Includes a custom ECS, a deferred rendering pipeline, and a customizable physics engine, along with a full Map, Chunk, and Tile hierarchy (with a GetTile abstraction and biome types) and custom systems for combat, inventory, AI, and events. Modding and scripting support are planned.
↗A layered desktop application built in C++ with Qt6, SQLite, and CMake, for managing staff scheduling, training, and development. Built for real use in a working kitchen environment, not as a demo. Chose CMake over Qt Visual Studio projects for the build system, and resolved runtime DLL dependency issues through windeployqt integration after the build.
↗Custom physics engine with rudimentary ECS and input handling for any number of spheres on screen using rigid body physics and velocity input
↗Reach out if you'd like to collaborate on engine tooling, AI systems, or real-time software.