I work as a software engineer on Tesla's Vehicle Software team. I focus on 3D UI, including the 3D vehicle interface when parked, self-driving visualization, and customization features.
I graduated from Cornell University in 2025 with a Bachelor of Arts in Computer Science, summa cum laude.
Tesla
I led the implementation of Tron Mode on a rapid timeline, shipping it in both Godot and Unreal Engine. Activating Tron Mode turns the car in the visualization into the Light Cycle. I integrated the new park scene and Light Cycle models, created a light trail effect with dynamic geometry and a custom shader, changed cameras to showcase the bike, and added motorcycle tilting visuals. I worked with teammates on integrating Tron Mode with turn signal, intro video, and lightbar effects.
Paint Shop lets owners change how their car looks in the vehicle's visualization. I implemented the custom wrap feature, including upload over USB and from the mobile app, and added window tint and license plate text.
I implemented 3D UI in Unreal Engine for the Cybercab Robotaxi experience, including the rider ingress and egress screens.
I worked on the initial bring-up of the Unreal Engine visualization for Model 3 and Model Y. I ported features over from Godot, including scene markers and camera views, and added systems that let designers author skyboxes and lighting per vehicle.
Personal
Built for Cornell's advanced game development class and awarded Most Innovative at the end-of-semester GDIAC showcase. The game is a 1v1 duel in two phases: first you place traps to stop your opponent from reaching the key and the exit, then you run for the exit yourself while dodging their traps and setting off your own.
I was Programming Lead for the seven programmers on the team, helping design the system architecture and leading code review. I built the trap-placement phase and its touchscreen UX, and implemented movement, collision, and the elevation logic and tile render order behind the game's 3/4 perspective.
You play as a space rogue out to bring down a robot regime, flipping gravity and spitting gum to infiltrate spaceships, steal their power sources, and get out before everything blows up. Built with a team of eight for Cornell's intro game development class.
I contributed to concept and level design, and programmed the dynamic scrolling camera, the gum mechanics, doors and crushers, and the Tiled level parser. I also worked on the initial Box2D lights bring-up, collision handling, and level loading.
A procedurally generated, never-ending world. Built with two others for Cornell's Intro to Computer Graphics class. I wrote the player controls, the chunked infinite terrain, and the atmospheric haze shader, and tuned the simplex noise driving the generation.