I am a VR/XR engineer with a background that cuts across hardware and experience design. Before coming to games, I spent four years as a Principal Firmware Engineer in Taiwan, building real expertise in the system layer from driver behavior to hardware timing. I left that career behind to pursue the question that had been pulling at me for years: what can VR become when the body is fully part of the experience?
Since arriving at Carnegie Mellon's Entertainment Technology Center, that question has driven every project I have taken on. I have built a breath-controlled VR experience, originated and led a haptic-glove narrative piece exploring whether physical sensation can carry emotional weight, and designed a mixed reality system that turns real physical objects into interactive elements. Across all of it, I keep returning to the same intersection: immersive technology and non-traditional input. My firmware foundation lets me work close to the hardware, and my time at ETC sharpened my instinct to ask the right question before reaching for a solution. I build systems that serve experiences, and I am always asking whether they do.
When I'm not developing, you'll find me experimenting in the kitchen, on the basketball court setting up the perfect pass, or hanging out with cats.