🇨🇦 Vancouver, BC → 🇺🇸 Irvine, CA
Game Developer
I'm a game developer focused on computer graphics, engine programming, and gameplay systems. I graduated from The University of British Columbia with a BSc in Computer Science in December 2023.
Before university I took a gap year and lived in Kyoto, Japan for a year — just a short walk from Fushimi Inari.
Favorite games: Dark Souls, Persona 5, Skyrim, Portal 2, Undertale, WoW Classic.
Announced at BlizzCon 2026. World of Warcraft: Forever goes back to the original 2004 version of Azeroth and adds new places to go and things to do in it.
Forever is a new version of World of Warcraft that runs alongside the modern game and Classic. Classic recreates vanilla WoW exactly as it was; Forever adds to it. There are three new zones, nine new dungeons, new raids, a new playable race, new race and class combinations, and more than a thousand new quests spread across the whole journey from level 1 to 60. It takes place during the first year of Azeroth, in its own separate story.
The level cap stays at 60. Instead of raising it, the new content gives you more to do at every stage of the original game. I work on Forever at Blizzard Entertainment, on the same team I have worked on six WoW Classic releases with.
Games I have worked on professionally.
Worked across multiple releases of the WoW Classic line, spanning six major versions of this legendary MMORPG.
Large-scale tactical military FPS built around teamwork, communication, and realistic combined-arms combat. Worked on gameplay systems and tooling for this hardcore mil-sim title.
Side projects, shipped indie games, and engine experiments built for fun and learning.
Online turn-based strategy game with dedicated game servers for easy multiplayer. MySQL + Redis backend.
Tamagotchi-inspired virtual pet game. Built in C++ with SDL for the Video Game Programming course at UBC.
Visual novel with a custom dialogue system supporting easy story branching. 1000+ lines of dialogue, four minigames.
MMORPG engine. Items, spells, NPCs, and quests all defined in data — completely separate from game logic.
3D voxel engine with infinite procedural terrain via Voronoi Diagrams and Perlin Noise. SSAO via Deferred Rendering.
Converts any 3D model into voxel art. Supports animations and OBJ export.