Software Engineer | Game Developer
I'm a computer science graduate from FIU, based in Miami, with 2+ years of game development experience. I work mostly in swe and game development, and most of what I build starts as something I wanted to make for fun.
Interested in SWE or Game Development? Let's talk.
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Career planning on real institutional data
An AI planning tool that maps the full route from a program a student can enroll in today to the career they're aiming at — degrees, transfers, licensing exams, and cost at each step. Vocation generates pathways with Gemini and then grounds them against sources that can be checked: Bureau of Labor Statistics wage surveys, the Department of Education's College Scorecard, O*NET, and scraped program catalogs from 53 Florida institutions. The governing constraint is that measured and estimated figures are never allowed to blur together — a wage from a federal survey carries its year and its source, a model's judgement is labelled as one, and a school we hold no data for gets no figure at all rather than an estimate standing in for one. Started as a hackathon project and carried independently to production.
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An endless runner on a rotating toy train set
A VR endless runner played at desk scale. You stand over a toy train set in a bedroom and drive a cat-conducted locomotive around a wooden turntable — the disc spins beneath the train, which turns three concentric rings of track into three lanes, and switching between them to dodge rocks is the whole game. The fail state is a countdown clock rather than a health bar alone: coal grabbed off the track buys seconds back, cardboard gives a shield, and score accrues from how fast the table is spinning. There is no HUD anywhere. Time, score, and health live on a physical alarm clock sitting on the desk, and the achievement list is a wall of WANTED posters that flip over as you clear the grasslands, the volcano, and the underground cavern. Built over two semesters by a ten-person team at INIT Build, on Unity 2022 LTS with the XR Interaction Toolkit.
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Recipe search and bar discovery on iOS
A SwiftUI app for finding a drink and somewhere to have it. The cocktail feed pulls from TheCocktailDB — the full cocktail category on launch, then name search on submit — and each result opens to ingredients, measures, and instructions. Accounts and session state run on Firebase Auth; saved recipes persist to Cloud Firestore. The bar finder is deliberately not a third-party places integration: it takes a CoreLocation fix and runs MKLocalSearch inside a 5km region, so results come from Apple's own map data with no extra API key or quota to manage. Networking, models, and screens sit in separate layers, so a view never touches a URL directly. Built by a four-person team for a CodePath iOS capstone at FIU and archived when the course ended.
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A fictional archive on a real backend
Ten pages of neon-terminal interface — gallery, audio player, video library, blog, settings — built as vanilla HTML, CSS, and JavaScript over a small Express API. The governing constraint is that it has to work both ways: every data-backed view requests its endpoint first and falls back to a hardcoded array on any failure, so index.html opened straight off disk with no Node installed is still a working site, and the same code fills with real data when the server is up. Images are seeded from Unsplash into SQLite through Node's built-in node:sqlite — three dependencies total, no native compilation, no build step in either mode. Audio and video run on the YouTube IFrame API, with a single iframe moved between the main and mini player so playback survives navigation. The archive's contents are invented; the infrastructure under them isn't.
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A multiplayer art museum in Meta Horizon Worlds
A social VR museum built over a weekend at MIT Reality Hack 2025, where it won Best Lifestyle World — a track judged and presented by Meta. Visitors walk a gallery of classical and abstract sculpture, including a scanned model of the MIT Museum itself, with exhibits animated by configurable rotation and sinusoidal-oscillation components rather than baked animation. The scripting concentrates on presence rather than mechanics: every visitor gets a floating name label built as a Horizon UI panel and attached to their torso, with ownership handed between the server player and the local player as people enter and leave the world. Two leaderboards persist visit count and cumulative time in world through Player Persistent Variables, and a welcome popup detects whether someone arrived in a headset or on a screen and greets them accordingly.
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A VR campus tour of FIU
A VR walkthrough of Florida International University's campus for Meta Quest, built by an eight-person team over a semester with INIT Build. Visitors move between buildings through proximity portals rather than a menu — walking near an entrance spawns a doorway that stays open for a few seconds after you step away, so the campus stays continuous instead of resolving into a level select. Interiors that couldn't be modeled are handled as 360° photospheres with physical buttons that swap the skybox material to advance through viewpoints, letting real locations sit next to built ones without a visible seam. Location labels billboard toward the headset on the horizontal plane only, so text stays readable without tilting, and the rig recenters automatically on every scene load to keep visitors facing the right direction after a transition.