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Computer Engineering and Computer Science student at University of Washington Tacoma focusing on embedded systems. My recent projects have moved me deeper into hardware by designing distributed ESP32-based firmware with FSM architectures and fault recovery, iterating circuit designs from schematic through breadboard toward custom PCBs, and integrating sensors into closed-loop control systems. I'm most interested in roles where software and hardware work together like embedded development, firmware design, hardware validation, and FPGA design.
B.S. in Computer Engineering & Computer Science - University of Washington (Expected June 2027)
A.A. of Science - Pierce Community College
Freelance Software Developer -- Game Systems & Scripting (Luau)
Jul 2024 – Present
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IN PROGRESS - Developing a 16-bit processor using SystemVerilog on a DE-2 FPGA board. The processor will be designed to execute a simplified instruction set architecture and will include features such as a Harvard architecture and a simple memory interface. The baseline processor consists of 5 instructions (LOAD, STORE, ADD, SUB, NOOP), with plans to expand the instruction set and optimize performance in the near future. New instructions are planned such as JUMP and conditional jumps, along with support for an assembler and subroutine/interrupt processing.
IN PROGRESS - Designing and developing a custom keyboard PCB using online resources. The project involves creating a schematic design, selecting appropriate components, and laying out the PCB using KiCad. It is my first exposure to a larger, more complicated PCB design as it uses a matrix of switches utilizing diodes along with a Atmega 32U4-AU chip to run the firmware. The project is currently in the design phase, with plans to move to prototyping and testing in the near future.
IN PROGRESS, GITHUB UNDER CONSTRUCTION - Developing a parking lot management system using several FPGA boards to manage a parking lot on a university campus. The system will use sensors to detect available parking spaces along with predict trends in parking availability based on time of day, day of the week, and current events/classes on campus.
The printed circuit board for Herbinator. Designed in KiCad, the PCB integrates an ESP32-S3 microcontroller, DHT11 environmental sensor, capacitive soil moisture sensor, and DFR0523 pump driver into a compact form factor. The design includes power regulation circuitry and communication interfaces to enable distributed network architecture for multiple plant watering units. Iterated through multiple design revisions to optimize component placement and signal integrity.
A FSM-based plant watering units that communicate with a central ESP32 microcontroller over a distributed network architecture. Iterated circuit design from initial pinout schematic through breadboard-Arduino prototype, targeting a final custom PCB layout. Integrating capacitive soil moisture and DHT11 environmental sensors to drive VPD-based automated watering decisions carried out by a DFR0523 pump.
Programmed and tested a Raspberry Pi-controlled Mecanum wheel car by writing a menu-driven C++ driver program for Raspberry Pi (Linux) capable of omnidirectional movement using abstracted object-oriented principles. Ensured proper operation with both a programmed simulation and physical testing targeting omnidirectional movement and heading changes.
Designed a tree-traversal algorithm with branch pruning to dynamically generate voxel-octree meshes that create the illusion of destructible, prebuilt environments, enabling responsive destruction. Innovated from references provided by customer with support of destructible 2D images using UV Mapping and Vector math. Conducted performance profiling and benchmarking to optimize voxel subdivision algorithm, reducing full subdivision-cycle times from 10-15 seconds on average for subdivision sizes of 0.1x0.1x0.1 to roughly 150 ms.
Surveyed existing real-time building tools and plugins, documenting features like live collaboration and cross-platform support to inform software design and architecture. Refactored legacy building code into a modular object-oriented design; reduced duplication and improved iteration speed for new features. Launched the system in two live games supporting 1,000+ concurrent players, powering thousands of user-generated builds.
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This project was commissioned by a client and as such the source code is not publicly available. To request access the private GitHub repository, please reach out via Email or LinkedIn.