Other Projects

At Night School Studio / Netflix Games:

I spearheaded the lighting model migration for the team and applied my applying my experience working with PBR models. Linear lighting allows our lighting and texture artists to capture more value depth and subtlety, especially in the specular highlights.

An unreleased feature (dubbed “Story Gestures”) for a future title that I prototyped after the game shipped. The player used pointer, touch, and/or motion gestures to drive contextual in-game actions.

Unhinged

A trailblazing narrative experience on Netflix’s brand new game streaming platform. Use your phone as a controller, a flashlight, and a real phone as you navigate this 30-minute home invasion scenario.

Role: Engineering & design support

Release: June 2026

Platform: Netflix Games on TV

Engine: Unity

Contributions:

  • Polished and finalized cursor magnetism system that responds to pointer aiming at UI elements with auto-correction and haptics

  • Created cursor motion blur effect to combat lag and limited framerate

  • Spearheaded transition to linear light calculations after the team received feedback on lighting quality

  • Prototyped unreleased “story gesture” mechanic that gave players more textural ways to interact with their environment

(Chrome or Edge browsers and supported smart TVs only; Netflix subscription required)

An early version of the cursor magnetism feature. The goal was to get the cursor to feel snappy and responsive. I also added a “motion blur” to the cursor to help smooth over our 30fps limit.

I also added the cursor magnetism to screen-space UI screens, where the cursor “morphs” into a highlight and has a little give.

Mr. Robot:1.51exfiltrati0n

A trailblazing narrative experience on Netflix’s brand new streaming platform. Use your phone as a controller, a flashlight, and a real phone as you navigate this 30-minute home invasion scenario.

Role: Lead Developer

Release: June 2016

Platform: iOS / Android

Engine: Unity

Contributions:

  • Led a small engineering team to adapt our dialogue tools into a new texting app format

  • Guided UX design and implementation, facilitating a user experience that was reminiscent of real, native messaging apps

[Unannounced title]

A new title went through numerous iterations before being cancelled in 2026. We explored everything from a top-down walk-and-talk, to a minigame-riddled narrative adventure, to an extension of the first-person adventure we pioneered with Unhinged.

Role: Various roles

Release: June 2026

Platform: Netflix Games on TV

Engine: Unity / Unreal / 3js

Contributions (2023 early concepting):

  • Directed team through high ambiguity challenges in building for an experimental platform

  • Worked with showrunners of a high-profile IP to conceptualize the game

Contributions (2026 reboot):

  • Conceptualized & designed a virtual camcorder mechanic and a brand new first-person movement system, both featuring the Netflix Game Controller

  • Defined cinematic scripting guidelines for team to prepare for a more cinematic experience than previous games

  • Started transitioning narrative and scripting pipelines from Unity to Unreal

(2023) Early concept art by Beverly Chen. We were aiming for a Ghibli-inspired setting and visual style, filtered through the trademark Night School ethos.

(2023) Most of the first prototype of a top-down walk-and-talk set in the mountains. We aimed to level-up the space to get through the level.

(2026) Very early prototype of the virtual camcorder mechanic. The second-screen window would appear on the Netflix Game Controller, acting as an AR window into the game from a different perspective.

(2023) An additional prototype of the main character’s “undo” power. The idea was that any choice could be rolled back, resetting the entire world state to seconds or minutes in the past.

(2026) Very early prototype of a pointer-only first-person movement system. The only player inputs were a pointer position and a pointer click; the system would smartly navigate the player in the direction that made the most sense based on context.

At Disney Mobile


Temple Run: Oz (2013)

Role: Associate Engineer

Platforms: iOS/Android

Engine: Unity

[Game no longer available]

Contributions:

  • Collaborated with Imangi and their Temple Run 2 proc gen and gameplay frameworks to build on the source material

  • Collaborated with the rest of the engineering team to build a new location swapping feature via asynchronous loading

  • General contributions


Lost Light (2014)

Role: Associate Designer/Programmer

Platforms: iOS, Android

Engine: Unity

[Game no longer available]

Contributions:

  • Contributed to the core block physics solver, including solving for convex/interlocking pieces

  • Animated many UI animations such as the animated goal feedback

  • Built level-complete and match complete particle effects

Cars 2: AppMates (2011)

Role: Associate Engineer

Platforms: iPad

Engine: Unity / Native iOS

[Game no longer available]

Contributions:

  • Owned half of the full-time Unity engineering work

  • Shipped the game in nine months

  • Interfaced with native Objective-C to support proprietary toy-detection technology and UI