
a computer science student focusing on gameplay programming, AR experiments, and interactive systems. I'm currently working toward my B.S. in Computer Science at Fairleigh Dickinson University.
Recently I've been working in Unity for an AR haploscope I'm helping build for a near-field depth perception study.

I like to spend most of my time building things through code, hardware, or whatever the project calls for. I enjoy troubleshooting technical problems, experimenting with AR/VR, and making systems that feel good to use.
Relevant coursework: Software Engineering, Computer Architecture, Operating Systems, Data Structures & Algorithms, Linear Algebra, Discrete Mathematics, Physics II.
Relevant coursework: Networking, Hardware Fundamentals, System Design, Database Development, Statistics.
A mix of technical and creative skills I’ve developed through coursework and projects.
Collaborative research at the FDU AR/VR Lab
Hardware iteration phase — experimental protocol in development

Co-developing a custom tabletop AR display using collimated and diopter lenses to study vergence–accommodation conflict and depth judgment accuracy. The work targets problems directly applicable to AR-assisted surgery and precision industrial systems.
I engineered the Unity rendering pipeline for stereoscopic stimulus presentation, and built calibration and stimuli-alignment tooling in Python with OpenCV. The experimental protocol measures depth judgment of occluded virtual objects against real-world targets.
3D modeled and printed custom hardware components, including stimuli mounts, lens holders, motor housings, and threaded attachments using Blender and Fusion 360 for the optical assembly.

Scrum Master for a 5-person team. SOLID architecture, Command-pattern input dispatch, 175+ commits, full Doxygen coverage.

Third-person zombie survival in Unity: player controller with Cinemachine, animation state machine, NavMesh enemy AI, and core shooting loop.

Lumen-lit Unreal environment with Sequencer cinematics and a PBR sword modeled in 3ds Max and brought in through the FBX pipeline.
I’m open to connecting about research, game engine work, AR/VR, or collaboration on technical projects.