December 17, 2009

I am working on a 3d engine and game project at school and we just demoed it at USC Gamepipe’s Demo Day. Here is a link to a news story that features several clips from our game!


Doro Doro

November 23, 2009

Doro Doro is a competitive race to the skies! Use mudballs to build towers to climb to collect more stars than your opponent! Recently entered into Student IGF! Created by Charlene Jeune and Sebastian Janisz. Check out this gameplay video….


Click thumbnail to watch!

Viterbi Article about EA Scholarship

November 23, 2009

The Viterbi website did an article about me! Check it out!

Apple Cocoa Camp 2009

September 4, 2009

I was accepted into Apple’s Cocoa Camp this summer to learn about iPhone development! I cannot discuss details, but it was a great experience and I was able to hear from some very important people. I look forward to getting an app on the AppStore as soon as possible!

I won an EA Intern Scholarship!

September 4, 2009

I interned at EA Redwood Shores this summer as a Quality Assurance Engineer. It was a lot of fun and I learned so much. As an added bonus, I won a scholarship! Check it out…

Climate Climb

April 13, 2009

Climate Climb (Objective-C, iPhone), Spring 2009

As part of USC ACM’s weekend mobile hackathon, my team and I made a game about global warming. The theme of the competition was “Change You Can Fit In Your Pocket”. So we went with the idea of “climate change” –> “global warming”.

Check out the wiki for original concept, powerpoint, video, and more!

Game’s Wiki:


January 20, 2009
EuphonicsXNA (C#), Summer 2007
Through the Viterbi Internship Program I worked over the summer on a project to port an existing C++ senior project to the XBOX 360 using XNA Game Studio Express using C#. The existing game, Euphonics, was a rhythm-based shooter, with enemies that moved in time with the music. By the end of the internship I had a working Windows version of the game done in C#. Restrictions of XNA 1.0. and differences between C# and C++ caused me to make several significant changes. For example, I had to use 3D models in place of the original procedural graphics used in the original version.  I am currently working on upgrading the game to XNA 3.0 and being able to run it on the XBOX 360.