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About Me

Personal Statement

     Ever since I was four years old, I have faced numerous challenges that limited how I enjoyed life, including trying new things like riding a bike when playing with my neighbors and making new friends in school. When I talked to friends in school, few were as nerdy or into digital media as I was, and most of them tuned out every time I spoke of my passions. Outside of my neighbors and certain school friends, there weren't many people I could develop a strong bond with at a young age. That changed when my Dad bought me a PlayStation 2, and I played my first game: Sonic Heroes.


   Through the music, characters, stories, cinematics, music, and messages, I felt the energy, speed, and action flowing through my veins as I ran through each level. Since then, every time I rode the school bus, I would imagine myself as Sonic running through the streets at super speed. This immersion was a dream come true for a young boy with a wild imagination. I didn't always need to be in the real world because whenever I got home from school, I would have my virtual world to enjoy, explore, conquer, fight, and win! Certain family members could share the same sentiment: we would all play multiplayer games for hours whenever they visited, then act them out in our playground or basement.


   As time passed, I joined clubs and organizations that helped me interact with others with similar experiences! I could finally be around people who spoke the same language as I did, not only about the games we played but also about games we all wanted to make. I enjoy playing games and making some that reflect the same euphoria I felt all those years ago, hoping others will feel the same.

Design Philosophy

       When I design a game, I focus on five crucial elements: interest, evolution, adaptation, scope, and budget. The process begins with a compelling idea, often added to my growing list of potential game concepts. As I develop the design document, the project’s premise takes shape, informed by these guiding principles. If a mechanic proves unworkable within the project's deadlines or constraints, I adapt—either by reducing its scope or removing it entirely—to ensure the game remains both polished and deliverable.

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       A prime example of this approach is my work on The Cannonball That Could. Initially conceived as a survival game where players guide a missile past obstacles for as long as possible, the concept evolved significantly during development. Inspired by tactile gameplay like Angry Birds and the side-scrolling mechanics of Jetpack Joyride, the game transformed into an artillery-based action experience. Players control a single cannonball, aiming to destroy an enemy ship from the inside.

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       During the beta phase, I identified a key issue: the game lacked sufficient content. Originally planned to feature eight levels, I realized that completing them all would be unrealistic given the approaching deadline. I adapted by reducing the scope to three levels and worked overnight to ensure the game was feature-complete by the beta deadline.

Innovation Statement

         As an innovator, I am committed to promoting equal treatment and accommodating individuals with disabilities. Everyone should be able to achieve great things, regardless of their challenges. I’ve learned to accept myself and ask for assistance when needed, and I want others in the video game industry to feel empowered to do the same. As a community, we should encourage minorities to voice their needs and create products that resonate with people from all walks of life.


        As someone who thrives in a secluded environment, I relate to individuals on the Autism Spectrum who prefer to work alone and require quiet spaces to focus. My goal is to create these spaces and support developers with autism in making games that reflect their unique perspectives. Through these games, new players can gain a deeper understanding and empathy for autistic individuals.


       Determination has been key to overcoming my challenges, and I believe it’s essential for becoming the adaptive leader I aspire to be. Asking for help has been critical to my success, and I think individuals with disabilities should feel empowered to do the same. By providing accessibility and support in the workplace, companies can adapt to the needs of these individuals, allowing them to contribute their perspectives and create groundbreaking titles inspired by their lives.

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