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Work Experience

A summary of my professional roles, responsibilities, and contributions.

AI & Automation Engineer Intern

Planned Systems International — Remote

June 2026 – Present

AI & automation engineering intern at Planned Systems International (HQ Columbia, MD), working fully remote. Currently leading a ground-up redesign of the company's internal contracts application — the system bridging the accounting and project-controls teams — as a full-stack web application backed by a live, containerized alerts service. Given broad ownership over architecture and implementation, driving the build largely end to end.

Highlights

  • Leading a full redesign of the internal contracts application that bridges accounting and project controllers, rebuilding it as a modern full-stack web app.
  • Architecting and shipping a live, containerized alerts service so the two teams stay in sync on contract state in real time.
  • Owning architecture and implementation decisions across the stack with significant autonomy, taking the project from design through delivery.

Tools & Technologies

Next.jsSupabaseVercelMicrosoft AzureDocker

XR Software Developer

ASU EdPlus — SPLIT Studio

December 2022 – July 2025

Software and dedicated graphics engineer at SPLIT Studio, ASU EdPlus's immersive technology lab. Engineered the visual pipeline for XR educational experiences across the DreamScape Learn platform and permanent museum installations. From initial shader architecture through production deployment. Work has been experienced by 4,000+ university students and visitors to the Bishop Museum in Honolulu.

Highlights

  • Devleoped real-time rendering systems for the DreamScape Learn XR platform. Built water shaders, foliage decay systems, subsurface scattering, outline shaders for arctic rover models, carbon cube particle animations, and cow methane gas VFX. All of which were modular and data-driven for artist extensibility. Research published in April 2025 found a 5-point STEM retention improvement among students using the platform.
  • Helped ship the Wayfinders interactive exhibit at Bishop Museum's J. Watumull Planetarium (March 2025). Implemented autonomous pathfinding AI driving schooling fish behavior and developed the ocean water shader powering the installation's aquatic environments.
  • Managed migration of legacy rendering pipelines to modern, maintainable systems. Reduced technical debt and eliminated reliance on paid third-party shader assets by replacing them with custom-built equivalents.
  • Designed and shipped a modular particle animation system for educational simulations, enabling component-based reuse and reducing engineering overhead for new experience development.
  • Optimized high-fidelity XR scenes via CPU/GPU profiling to meet performance targets on constrained hardware.

Projects

Interactive installation at the Wayfinders exhibit at the J. Watumull Planetarium, Bishop Museum, Honolulu. Celebrates the resurgence of traditional Hawaiian wayfinding through interactive screens, touch interfaces, and VR canoe simulations developed in partnership with ASU.

XR simulation modules for ASU's Global Futures sustainability curriculum (CGF 494). Two flagship environments: an Arctic ice-floe experience teaching climate science (polar bear encounters, ice thickness measurement) and a coral reef restoration simulation. Responsible for visual systems including water rendering, foliage decay, outline shaders, and carbon/methane particle animations. Experiences reach 4,000+ enrolled students; published research (April 2025) confirmed a 5% STEM retention improvement.

An ASU Global Futures curriculum experience exploring Earth's environmental history. Contributions: foliage decay shader system, carbon molecule particle animation, modular particle system with entity pooling for performance, and a globe-to-map unwrap visual effect. Built in collaboration with climate researchers to ensure scientific accuracy across all simulated environments.

Tools & Technologies

UnityC#HLSLPythonGitPlasticSCMShaderGraphURPSRP