L E A D E R S H I P E X P E R I E N C E
Miner Inconvenience
I was a producer over a team of eighteen others to develop one game throughout an entire semester. The team consisted of designers, programmers, artists, sound designers, and section leads. The job heavily involved conflict resolution, leadership, resource management, organization, time management, and ensuring a collective vision for the game was achieved.
Virtual Education Simulation Application
The Integrated Early Childhood Education Virtual Education Simulation Application (IECE-VESA) was a computer application developed by our team to allow educators to simulate field training through a virtual simulation. Our team of five developed a functioning 3D prototype that could read in and present scenario data from a text document, including animated children and programmable cameras.
T E A M E X P E R I E N C E
Quelp
In an Introduction to Entrepreneurship class, a team consisting of myself and three others came up with a business idea called “Quelp.” The business would be a website in which helpful solutions to textbook questions and problems could be bought and sold by anyone in a crowdsourced style. Together, we laid out the logistics of the business, value proposition, and market research to form a viable entrepreneurial business idea.
Bar Trakr
In an Introduction to Innovation class, myself and a team of two others prototyped the Bar Trakr. The invention would act as a tracking system for bartenders to know exactly who to serve next through a programmed light system. The work heavily involved design decisions from the team, and we ultimately developed both a physical and virtual prototype.
Abyssal Arena
In a team of three, we developed Abyssal Arena, a physics-based platformer in which the player must use blast force to knock the opponent into environmental hazards to win. With one artist, one AI programmer, and one general programmer, we were able to coordinate and create a highly engaging game.
Multi-paneled Table for Auditorium Seat Patent
In a team of four, we developed a patent for a sophisticated improvement to the pullout desk in the auditorium seat. The patent included all required documentation as well as relevant art diagrams.
T-Cell Hero
This was a game we developed that would allow cancer patients to envision cancer being beaten within their bodies. Our team consisted of nine people including designers, programmers, artists, musical artists, and voice actors. Ultimately, we developed a fully functional prototype and complete tutorial.
Sports VTS
Sports VTS was a company developing virtual reality football simulations for professional athletes. The job of our team of seven was to seek out 3D artists and develop a pipeline to get art from them to the company as quickly as possible. The group established contact with dozens of artists and provided innovative solutions to reach artists in the local community.