Design. Build. Ship. Repeat.
From architectural design to game engines and agentic AI — engineering across every layer of the stack.
Selected Work
Projects
Software
AcademicAutonomous Game Engineering Network for Task Synthesis
A distributed multi-agent orchestration platform where specialized AI agents autonomously collaborate to build games — decomposing creative goals into tasks, executing in parallel via git worktree isolation, and surfacing results through human-in-the-loop approval gates.
Game Dev
AcademicDaemon Engine
A custom C++20 game engine with V8 JavaScript scripting, DirectX 11 rendering with bloom pipeline, multithreaded JobSystem, FMOD 3D spatial audio, TCP/UDP networking, and a publish/subscribe event system.
Game Dev
AcademicDaemon Agent
A dual-language game application built on DaemonEngine that lets AI agents write game logic in JavaScript while C++ handles rendering at 60 FPS. Features async thread isolation, double-buffered state with dirty tracking, and KĀDI agent protocol for external tool invocation.
Game Dev
CollaborativePlanet Painter
A color-based mobile puzzle game where a chameleon paints tilemap worlds, built as the sole programmer on a 5-person agile team targeting Android tablets.
Game Dev
CollaborativeHardDriverz
An arcade kart racing game built in Unreal Engine 5.6 on a 53-person team, where I designed and implemented the 7-stage outgame menu pipeline with state machine architecture and hierarchical widget system.
Game Dev
CollaborativeCorrupted Hollow
A third-person puzzle-platformer built in Unreal Engine 5.7 on a 24-person team, where I designed the multi-module C++ architecture, built the Ghosty companion system, and explored MassEntity for swarm behavior.
Game Dev
IndividualDaemon Windows
A multi-window action game that turns the Windows desktop into a shrinking battlefield, with wave-based survival, a shop upgrade system, and real Win32 windows as game objects.
Game Dev
AcademicDaemon Chess
A 3D chess game with procedural piece geometry, Blinn-Phong shading, and raycast-based interaction, built on a custom C++ engine.
Game Dev
AcademicDaemonCraft
A Minecraft-inspired voxel game with 6-phase procedural terrain generation, multithreaded chunk system, and day/night lighting, built on a custom C++ engine.
Writing
Blog
About
Architecture taught me to think in systems. Software taught me to build them at scale.
From a foundation in architectural design to building game engines and agentic AI systems — engineering software across every layer of the stack. Master's in Software Development from SMU Guildhall, graduating May 2026.
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