For my capstone project, I explored Unreal Engine 5.6’s Gameplay Ability System and multiplayer networking. I implemented C++ game systems for AI-driven enemies, player mechanics, multiplayer interactions, and peer-to-peer networking.
I also created procedural map layouts using binary space partitioning and implemented client-side prediction with server reconciliation to support synchronized, tamper-resistant multiplayer movement.
In my TFT Data Storage project, I built a C++17 data-generation engine that scores and deduplicates structured inputs, then developed a React and TypeScript frontend for exploring the results.
My other projects include a C++ chat analytics engine for analyzing conversation patterns and sentiment, and a Neo4j HetioNet model. I also worked as a QA Tester (VR Technology) at Meta, analyzing headset performance data and providing diagnostics for reliability issues.

