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As an undergraduate, I developed a deep appreciation for taking ideas from concept to completion-through iteration, prototyping, debugging, and problem-solving. Those late nights of stepping through breakpoints and combing through documentation taught me persitence and sharpened the skills I now bring to both game development and broader computer science challenges.

What I value most though, are the opprotunities I've had to collaborate with passionate, creative teams-experiences that strengthened not only my technical ability but also my love for the craft and the people behind it.

Now that I’ve graduated, I'm eager to apply my skills across game development, and software engineering. My goal is to contribute to projects that create engaging, useful and sometimes wonderfully strange digital experiences-while continuing to explore new technologies and expand my expertise.

Check out what I've been reading as of late to keep myself polished!

Current Reads

Bookshelf

  • Agile Game Development with Scrum by Clinton Keith (ISBN: 0-321-61852-1)
  • Introduction to 3D Game Programming with DirectX 11 by Frank D. Luna (ISBN: 978-1-9364202-2-3)
  • Learn C++ By Making Games by Erik Yuzwa and Francois Dominic Laramee (ISBN: 978-1-58450-455-2)
  • The C++ Standard Library from Scratch by Pablo Halpern (ISBN: 0-7897-2128-7)
  • Game Programming Gems edited by Mark DeLoura (ISBN: 1-58450-049-2)
  • Game Programming Gems 6 edited by Michael Dickheiser (ISBN: 1-58450-450-1)
  • Writing Secure Code Second Edition by Michael Howard and David LeBlanc (ISBN: 0-7356-1722-8)
  • C++ Crash Course by Josh Lospinoso (ISBN: 978-1-59327-888-5)
  • Data Structures: Abstraction and Design Using Java Second Edition by Elliot B. Koffman and Paul A. T. Wolfgang (ISBN: 978-0-470-12870-1)
  • Computer Systems: A Programmer's Perspective, Third Edition by Randal E. Bryant and David R. O'Hallaron (ISBN: 978-93-325-7390-1)
  • Programming in C Fourth Edition by Stephen G. Kochan (ISBN: 978-0-321-77641-9)