Welcome to My Portfolio
I am a resourceful web developer with a flair for writing flexible and concise solutions, who possesses a background in art and computer science. I am passionate about user experience and eliminating redundancy while keeping a clean codebase for my fellow developers. I graduated from Michigan State University in fall of 2016 with a B.S. in Media & Information and a Minor in Video Game Design.
I have extensive experience developing functions for retrieving, sorting and displaying data from APIs, and creating versatile, responsive page stylings and navigation features while bringing glamour to stale content. Additionally, I can program video game mechanics, create 2D vector and raster art, and make 3D models and animations.
I have rich experience in the languages of JavaScript and jQuery, the Vue.js framework, CSS and Sass, HTML 5, and C#.
My work environment consists of regular usage of Node.js, Node Package Manager, Gulp, Git, and regular code reviews among
the team to ensure a tidy codebase and adherance to our coding standards.
I also have experience with large scale site redesigns, content management with projects exceeding tens of thousands
of assets, and a track record of building responsive, flexible solutions that scale perfectly across desktop, tablet and mobile platforms.





I was strictly an artist on this game, wherein I made a great deal of raster and vector art for the project. I was tasked with character and environmental asset creation and made a series of works which were used for interactive and animated aspects of the game.
For this project I scheduled all of our deadlines and priorities via trello and made sure teammates were on time with their assigned tasks. Additionally, I contributed programming, art, and design assets to the game throughout development including a system which keeps player and enemy combat and UI in sync with the bpm of a given song (written in C#). This game won an award at the 2015 Capital City Film Festival.
I was one of two artists on this game and did roughly half of the 3d environment models and their texturing, and their lighting in the game's particular scene. I was responsible for thoroughly playtesting my art and the game as a whole to make sure my additions did not break anything, but also to test for general bugs the team may have missed.
I briefly worked on this project before being transferred to Saving Draggy, on behalf of the GEL Lab determining that Saving Draggy needed more help with art than Criminal Procedure did with programming. During my time with this project, I helped arrange and playtest dialogue throughout the game and made sure the correct audio and subtitles would show up at the appropriate time by using C# in conjunction with game assets.