Portfolio
Devotion Portal Professional Project
Associated with Simulated Reality
A multi-platform client application spawned from the Reality Viewer System (RVS) to experience sacred destinations. Integrates core RVS technologies, showcasing content such as the '7 Miracles' volumetric film utilizing the 4DViews SDK, 'The Holy City' Jerusalem VR experience, and guided tours of major global Marian shrines (Lourdes, Guadalupe, Aparecida, Círio de Nazaré, Fatima). Features Gyro Mode, face-tracking-based window perspective shifts, generic voice commands/AI Guide, multiplayer room synchronization, and a companion web application.
Reality Viewer App Professional Project
Associated with Simulated Reality
An immersive client application initially built to enable users to visit destinations globally (such as Copacabana Beach, Sugarloaf Mountain, the Emerald Grotto in Italy, and the Colosseum in Rome) featuring voice-guided navigation / AI Guide and integrating 4DViews SDK volumetric video formats. Showcases VR content including partnerships with Globo TV for Rio de Janeiro Carnaval and Amazon/COP30 regional destinations like Belém, Combu, and Salinópolis. Served as the base application cloned to create other apps like Devotion Portal, and features a companion web application.
Reality Viewer System (RVS) Professional Project
Associated with Simulated Reality
The core multi-device immersive distribution platform, SDK, and CMS extracted from the base functionality of the Reality Viewer application to support a standardized build format for multiple cloned apps (such as Devotion Portal). It handles real-time synchronization across displays (LED walls, TV, tablets, phones, VR headsets like Apple Vision Pro and Meta Quest) using Unity multiplayer tools. Supports advanced media playback integration including 12K video, 360-degree video, 4DViews SDK volumetric video, spatial audio, and WebRTC streaming, alongside custom TV/web companion applications and a CMS backend.
REAL System (i-Series, VISION, & x-Series) Professional Project
Associated with Simulated Reality
A standalone, secure (FedRAMP-aligned) virtual reality healthcare and training platform (the XVI system) developed for Penumbra. Features a controller-free grab-and-go user experience with voice commands, a sophisticated offline/SD-card caching app loader, and custom Unity/Unreal SDKs integrating over 15 wellness and therapeutic apps. Includes patent-winning REAL CONNECT™ for real-time remote communication and REAL REMOTE™.
Reality Tablet Professional Project
Associated with Simulated Reality
A portable video controller app running on iPad to manage immersive displays, VR headsets, and LED walls via the Reality Viewer System. Utilizes the iPad's user-facing camera for ARKit-based face tracking to dynamically adjust the 360-degree video perspective to match the user's movements, creating a virtual look-through window effect.
Reality Room Professional Project
Associated with Simulated Reality
An integration Unity application designed to interface content with large curved displays (such as the 10m x 3m Virtual Window at the Memory Museum of Nazaré, Brazil). Utilizes Spout to stream video textures to an external reprojection mapping application.
Reality Touch Professional Project
Associated with Simulated Reality
A Unity mixed-reality application that aligns a precise holographic visual overlay exactly over a physical replica statue in the real world, allowing users to touch the physical form while seeing the virtual model.
Universal Video Player (Internal/Unreleased) Professional Project
Associated with Simulated Reality
Experimental video player developed to support and integrate 4DViews SDK volumetric video formats inside 3D environments in Unity. Multiplatform targeting XR platforms such as Apple ARKit, Android ARCore, Magic Leap, HTC Vive Focus, and Lenovo Mirage Solo.
Pluto TV Samsung & Vizio TVs Professional Project
Associated with Pluto TV
Worked on updating and fixing the Samsung Tizen and Vizio versions of the Pluto TV app that was based on the PlayStation version.
Pluto TV Playstation 4 and 3 Professional Project
Associated with Pluto TV
Worked on updating, porting, and fixing the PlayStation 4 and 3 versions of the Pluto TV app.
Hollywood Hills Mansion Professional Project
Associated with LOOT Interactive
A PC VR port of the Hollywood Hills House from PlayStation Home. Implemented media playback capabilities using the 8i SDK for volumetric video playback on Oculus and Vive. Added support for 360 and 3D video content, created a media framework to dynamically load content, and implemented movement/selection controls.
RedBull TV Playstation 4 and 3 Professional Project
Associated with LOOT Interactive
Developed the Red Bull TV client application for PlayStation 4 and PlayStation 3 using console-specific JavaScript frameworks.
Q*bert Rebooted Professional Project
Associated with LOOT Interactive
Ported Q*bert Rebooted to Xbox One and NVIDIA Shield. Implemented achievements tracking, integrated Halloween skins from the Steam version, tweaked movement controls, and improved visuals across Xbox One, PS4, and Shield ports.
Monsters vs Humans Professional Project
Associated with LOOT Interactive
An experimental Roblox game. Developed the in-app purchasing backend and provided technical support, coding guidance, and collaborative debugging to ensure seamless functionality on the Roblox platform.
JumpJet Rex PS4 Professional Project
Associated with LOOT Interactive
Provided development support to update and bug-fix the PlayStation 4 port of JumpJet Rex, ensuring compliance with PlayStation certification requirements.
Electronic Super Joy PS4 Patch Professional Project
Associated with LOOT Interactive
Prepared, tested, and submitted a PlayStation 4 code patch for the completed game to meet updated PlayStation certification requirements. This patch resolved a broken leaderboard bug caused by updated PlayStation APIs, preparing the game for resubmission and release on the PlayStation Now service.
Buzz Aldrin: Cycling Pathways to Mars Professional Project
Associated with LOOT Interactive
Provided support on Unity, VR, and volumetric 8i SDK technologies, utilizing research and development completed for the Hollywood Hills Mansion project.
Word Game Generation Tool Academic Project
Associated with IGT (Neumont Enterprise Project)
A .NET/WPF desktop tool to generate word games, ensuring no banned words are displayed horizontally, vertically, or diagonally. Voted the 'Overall Faculty and Staff Favorite' award winner at the Fall 2015 Neumont University Project Showcase.
MyLaunch - Training Website Academic Project
Associated with AutoPoint, a Solera Company (Neumont Enterprise Project)
Web application for training clients on AutoPoint products. Built in ASP.NET MVC with an AngularJS frontend, focusing on Salesforce API integration.
IZMO Automotive Media Service Academic Project
Associated with AutoPoint, a Solera Company (Neumont Enterprise Project)
A .NET service that collects weekly vehicle image dumps from IZMO and aggregates them into a database for REST service access.
SepPAL Application Academic Project
Associated with Rubio's Restaurants, Inc. (Neumont Enterprise Project)
Web application to digitize the SepPAL Form using ASP.NET MVC 4, JavaScript, CSS, T-SQL, and MS SQL.
Building a Game Engine Academic Project
Associated with Neumont University
A low-level 3D game engine developed in C++ and GLSL, utilizing Qt for windowing, OpenGL context creation, and GUI-based editor controls. Bypassing fixed-function OpenGL utilities, the engine implements a custom shader pipeline directly on the GPU, manually handling vertex buffers, coordinate transformations, lighting calculations, alpha blending, and texturing.
The Duality of Man Academic Project
Associated with Neumont University
A two-player co-op game where players work in separate worlds to reach an elevator. Developed for Indie Game Jam 2014.
Xeno Lab Academic Project
Associated with Neumont University
A 3D puzzle game developed in Unreal Engine 4 and C++. Implemented core gameplay mechanics, including custom interactive tiles and turret AI behavior, and designed a procedural ground tile generation tool to streamline level construction. Managed asset pipeline and content creation, including audio editing, 3D model adjustments, custom textures, materials, and level design.
Othello+- Academic Project
Associated with Neumont University
An online Othello board game client and server application.
SpaceShooter Academic Project
Associated with Neumont University
A VR space shooter game developed as a Neumont University academic group project. Implemented dynamic Oculus Rift integration to automatically toggle between VR and desktop viewing modes depending on headset connectivity. Integrated XInputDotNet to support game controller haptic feedback (rumble) and analog trigger inputs, with automated fallback to Unity's native keyboard, mouse, and DirectInput settings. Developed a procedural asteroid and debris spawning system utilizing distance-based opacity fading to simulate an endless debris field. Created a stereoscopic 3D crosshair with active collision detection to maintain spatial depth perception inside the VR viewport.
AniCardLib Academic Project
Associated with Neumont University
A C++ library developed over a 10-week period to detect playing cards from a live webcam feed and render 3D animations. Integrates DirectShow for camera access, implements custom FBX importing to load 3D skeletal animations, and features a card game based on War to demonstrate real-time card detection.
DogeBall Academic Project
Associated with Neumont University
A 3D game based on the Doge meme and Dodgeball, developed for a Game Engine Implementation class at Neumont University. Built utilizing the custom C++/OpenGL game engine developed during my studies, the concept originated during a group brainstorming session when a misspelling of 'dodgeball' as 'dogeball' inspired the humorous theme.
Quiet Hill Academic Project
Associated with Neumont University
Horror game developed for a Game Programming and Production class.
Epic Game of Randomness (EGOR) Academic Project
Associated with Neumont University
An HTML5 game featuring Neumont University references, developed during the Rich Animation class. Built on the same framework as 'PC Master Race', this project was a collaborative team effort where I was responsible for all game programming. Technical implementation details include designing a multi-level structure, a procedural spawning system for background elements to simulate continuous scrolling, and a randomized enemy spawning mechanism based on level length. Collaborative assets were provided by team members for backgrounds, music, audio, and character sprites.
PC Master Race HTML5 Game Academic Project
Associated with Neumont University
An HTML5/JavaScript game developed during the Rich Animation class, powered by the CreateJS suite. Features a high-score 'race' where the player's health dynamically affects the rendering frames-per-second (FPS)—lower health introduces simulated 'lag' while higher health restores smooth performance. Handled all aspects of development, including the game logic, original music, artwork, and animations.