Hello, I’m Arrian! I’m a software engineer who interested in optimization, graphics, C++ and artificial intelligence.
Scroll down to see cool projects I’ve worked on!
A simulation of a fungal zombie apocalypse in Unity; utilizes behavior trees, boiding, AI pathing, and L-systems
A scene of a japanese garden lake with some quirks, implemented with numerous animation algorithms
For the UCLA/UCSB SnowJam, our team of 6 students created a 2D platformer in Unreal Engine 5.
A very simple ray tracer based on the first book of the Raytracing in One Weekend book series. Although it works, it’s pretty slow because it runs on the CPU… maybe… just maybe… some improvements will be made in the future.
I managed a group of 6 students to work on a web app that facilitates the reading/writing to a Fuseki knowledge base with Excel files. I primarily worked on the frontend of the application (first time using React.JS) and integrated the frontend and backend together.
Throughout my undergraduate career, I’ve been saying that I wanted to multithread something in games. Again, hello world, MULTITHREADING BOIDS! And among other things
In my Game AI class, our group made an AI living room generator that employs genetic algorithms and constraint validations in its generation mechanism. I was in charge of setting up the core logic, the renderer, and some of the constraints.
In preparation for an interview, I wanted to try out how different Unreal was to Unity. I created a boid simulation in Unreal as a hello world project.
My fascinations for graphics has brought me to play around with shaders in shadertoy. You can find the first one I reverse engineered here!
My final senior capstone project. Worked with 4 game design students to create a 2d wild-west themed bullet hell game. I designed and crafted an extensive AI behavior tree system for the enemies and allies of this game.
As I used Godot (an open-source game engine), I found some issues I would like fixed. So I contributed to Godot (and open source) for the first time. And I still am!
With a group of 9 game design students, we developed a prototype of a 3D platformer in Unity. Play as Hazel who must harvest ingredients and brew potions for customers to make a living.
On a team of 9 game design students, we developed prototype of a grid-based turn-based rpg about a cult leader boy raiding a castle with his followers. I was in charge of creating the grid logic as well as the enemy unit AI logic.
A blocky clown girl implemented using WEBGL and javascript
With a group of 8 game design students, we developed a prototype of an audio experience using Unity and FMOD. Players swat gremlins playing instruments to prevent them from summoning their leader.
For my final project for a generative design class, our team of 3 game design students developed a maze generator with procedurally generated elements.
A simulation of bats. Behaviors implemented include flocking, starvation, homing, and death.
I worked with 2 game design students on a puzzle platformer game about a alien catgirl collecting. I oversaw most of the programming and implementation of platforms and physics.
I worked on a endless runner about a mole with 2 game design students. This was the first game I ever published.
Streamlined user interfaces by optimizing hot paths
Tutored for an undergraduate compiler course of 80+ students
Responsibilities included:
Graded for an graduate compiler course of 20+ students while auditing
Responsibilities included:
Tutored/graded for an undergraduate compiler course of 60+ students
Responsibilities included:
Best way to contact me is via email.