Hello!
Software engineer building performance-sensitive systems — simulation, data pipelines, graphics, and AI tooling. Previously graphics engineer at ASU's SPLIT Studio, shipping XR work into university curricula used by 4,000+ students and a permanent award-winning installation at Bishop Museum, Honolulu.
Languages
Tech Stack
Tools I build with.
M.S Computational Life Sciences
Algorithm design · Bioinformatics · Data Pipelines · Scientific Computing · Data Analysis
B.S Sustainability
Systems Thinking & Design · Sustainable Development · Sustainable Design · Renewable Energy Systems
Arizona State University (2019-2025)
Experience
XR Software Developer
Dec 2022 - July 2025 • 2 yr 8 mos- Primary graphics engineer for SPLIT Studio, ASU EdPlus's student-run XR lab. Shipped visual systems into production experiences used by 4,000+ enrolled students and a museum installation.
- Built real-time shader systems from scratch across transparent rendering, water rendering, foliage decay, particle VFX, and outline rendering, all designed to be modular and extensible.
- Shipped the Wayfinders exhibit at Bishop Museum's J. Watumull Planetarium — an award-winning permanent installation engineered for a 10-year lifespan of continuous public use. Contributions: fish pathfinding AI and ocean water shader.
Hall of Teachers — Bishop Museum
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. Contributions: fish pathfinding AI and ocean water shader.
DreamScape Learn — Immersive Classroom
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. Served as primary graphics engineer — responsible for all 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.
DreamScape Learn - How the Planet Became Our World
A module in ASU's DreamScape Learn XR platform tracing Earth's environmental history. Built the foliage decay shader system driving plant lifecycle visuals, a carbon molecule animation with a modular particle system using entity pooling for efficient reuse, and a globe-to-flat-map unwrap visual effect for transitioning between geographic perspectives.
Projects
Contact
Looking for technical roles in simulation, scientific computing, and AI tooling — particularly in biotech. If you’re building something interesting, reach out.