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Hey, I'm Julian and I'm a game programmer from Berkeley, California. I just finished a CS degree at UC Berkeley, but I've been making games most of the time: programming DreadReign at Mechanical Moonworks, co-creating helo with my good friend Josh, and grinding two years on Zombulacrum, my solo passion project. I've wanted to make games since I was 13. The reason hasn't really changed: games gave me a place to think, to feel, and to keep going during some of the harder stretches of my life. My purpose is to make games that do that for other people too.
I work mostly in Godot Engine (GDScript/C++) and Unity (C#), with one project in Unreal 5 Blueprints. C++ is my favorite language and I'd like to spend more time close to the hardware--WowCube, Playdate, and Raspberry Pi, I'm looking at you! I lean generalist: systems, shaders, UI, physics, AI, optimization, simulation, gameplay, networking, tools, audio--I want to understand the whole stack, not own one corner of it. Two years of solo work on Zombulacrum in Godot 4 has let me do all of it myself. I'm not an expert in any single field, but I know enough about each piece to navigate whatever's in front of me, and I'm always sharpening my craft.
The skill I trust most in myself isn't really a programming skill. It's the habit of testing my own assumptions and updating when they break, and being willing to call something uncertain rather than hold onto a clean-looking conclusion I haven't earned. That habit is what makes the breadth honest instead of shallow. My strength is being comfortable in the midst of uncertainty--that and a tendency towards the gestalt.
Outside the code I'm an amateur visual artist and a fledgling music-maker. I've been doodling continuously since I was a toddler and I make my own art assets and sound effects when a project calls for it. I'd like more time away from the keyboard to pursue those forms of expression someday.
A word on AI: it's here to stay, but I don't want the cultural narrative dictating my read on the tools. From a computer scientist's perspective AI is genuinely interesting. From an entrepreneur's perspective, useful. From an artist and craftsperson's perspective, deeply troubling. I'm learning the tools like everyone else, but with a healthy skepticism about the effects on human health and wellbeing. In short, I'm using them but I wish I didn't have to, and I'm selective about how. Coding is somewhat acceptable--less satisfying than hand-coding, but okay. Using AI to make artwork directly is where I start to feel icky. Rant over. We'll see where things go from here, I'm sure we're all in for one hell of a ride.
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Mechanical Moonworks - Game Programmer
November 2025 - Present
- Part-time remote programmer on DreadReign, an in-development first-person dungeon-crawler RPG in Unity / C#.
- Implementing UI systems including the Dungeon Select Map (campaign and level selection, save-data integration, dynamic node states).
- Contributing to RPG systems including ability unlocks, achievements, and career progression.
DataAnnotation - AI Training Contractor
April 2026 - Present
- Remote contractor producing training and evaluation data for frontier AI coding agents.
- Adversarial evaluation of frontier coding agents (Claude Opus, Gemini Pro, Codex) against permissively-licensed codebases.
- Agentic coding task design: authoring problem statements, eliciting failures from weaker agents, generating verifier test suites.
- Rubric and prompt design for LLM-as-judge evaluation pipelines.
NERSC / Lawrence Berkeley National Laboratory - Student Intern
June 2021 - January 2023
- Operations Division. Conducted research evaluating NetBox and DC Sunbird Track APIs for data center infrastructure management across 100+ high-performance computing servers.
- Delivered company-wide technical presentation to senior leadership on research findings.
- Collaborated with operations team to document data center infrastructure using Matterport 3D mapping, enabling remote facility access during COVID-19.
Berkeley City College Electrical Engineering Club - Project Manager, Founding Member
January 2020 - July 2022
- Co-founded and grew STEM club to 70+ active members.
- Led hands-on workshops teaching Arduino programming and hardware interfacing.
- Helped advocate for student body leading to BCC's first free-to-use 3D printer for students.
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University of California, Berkeley
B.S. Electrical Engineering and Computer Science - Winter Class of 2025
Relevant coursework:
- Computer Graphics
- Artificial Intelligence
- Computer Vision
- Computer Architecture
- Virtual Reality
- 3D Modelling
- Game Design
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DreadReign - First-Person Shooter Party Dungeon-Crawler
Gauntlet meets Doom in a dark-fantasy party dungeon-crawler.
When I joined Mechanical Moonworks I inherited a codebase over a decade in the making. We're aiming to ship by Q2 2027, and I work closely with the lead designer and art director on the systems that get us there.
I'm focused on UI and RPG systems. Recent contributions: a map-style Dungeon Select menu, scaffolding for the RPG systems (abilities, achievements, career progression), and ongoing debug work across the codebase.
Part-time, available for other work.
helo - Helicopter Co-op Kingdom-like
Fly choppers with a friend, recruit mercs, vie for territory, change the world.
work in progress
helo is still in development and rough around the edges, but it's coming along nicely and already has a lot of fun in it. It's been a blast to work on with my good friend Josh.
I write the gameplay, systems, and multiplayer networking, plus the audio side: sound effects and music driven by code so they respond to what's happening on screen. The art style is one I'm especially proud of helping pioneer. We render 3D scenes into Godot SubViewports and pipe them back into the main view as live textures, which gives us a hand-crafted-pixel look while preserving all the motion and lighting of a 3D pipeline.
Recently we've leaned into a moral axis. You can choose to treat your subjects well and extract resources sustainably, or exploit them and watch the environment respond with pollution and degradation. The collaboration with Josh has been one of the best parts of working on this. We riff on each other's ideas with minimal friction.
Zombulacrum - Multiplayer Survival Horror
Atmospheric co-op zombie survival on a procgen heightmap world.
work in progress
Zombulacrum is my solo passion project, two years in and counting. It sits behind my main work these days, but I keep coming back to it. The original concept was a top-down RTS / tower-defense hybrid set in a voxel world. It's morphed since then into something closer to the game I actually want to play: a co-op survival horror with an ambient, mysterious vibe and the DNA of Call of Duty: Black Ops Zombies, Resident Evil 4, and Valheim. Stranded with nothing but your friends and what you can scavenge.
Built in Godot 4 on a procgen heightmap world. Still pre-alpha, but the foundation is there.
Mecha Smash - Platform Fighter with Customizable Mechs
Build a mech like a kart, then Smash Bros with it.
Couch-competitive platform fighter inspired by Super Smash Bros., where players build custom mechs by mixing head, torso, arm, and leg parts that determine each mech's moveset, similar to building a kart in Mario Kart. Built in two months as the final project for UC Berkeley's Game Design and Development DeCal: I pitched the concept and was voted in by classmates to lead.
I managed the 5-person team, programmed core systems and git workflow, drew the pixel art for the mechs, and rigged and animated their 2D skeletons with IK in Unity. The team continues to work on a new version today.
Leading the team taught me that delegating meaningful work is harder than it looks, and I'm still developing the skill.
FlockForce - Compute Shader Boids Simulation
GPU compute shaders: 10× the boids at 60 fps.
Compute-shader boids simulation built for UC Berkeley's CS 184: Computer Graphics. On a MacBook, GPU acceleration got ~10x more boids at 60fps than a naive CPU implementation.
I pitched the compute-shader approach, led the 4-person team, wrote the boids algorithm, and contributed to the final GLSL shader code. Funnily enough, the ping-pong double-buffer pattern I'd learned writing a Game of Life simulation two years earlier turned out to be exactly what we needed for updating boid velocities each frame.
Inoculum - Third Person Action Adventure Game
Third-person spell-flinging adventure to save your partner.
Third-person action-adventure built in Unreal 5 for MMAN 41B: Game Development at Berkeley City College. The player explores infested plaguelands, solves puzzles, and casts spells to defeat plague monsters and save their partner.
I implemented the HUD UI and the save/load progression logic, contributed heavily to QA and playtesting, and recorded the walkthrough. By the second half of the project I was handling a good chunk of the programming. This was my first serious Unreal project, and joining mid-development taught me a lot about adapting to a team's existing conventions on the fly. Our project lead Jake's lead-by-example style stuck with me, and I leaned on it when I led teams later.
Nova - Board Game
Heliocentric board game with rotating ring tracks.
Heliocentric board game with ring tracks that rotate over the course of play. Built for MMAN 40A: Game Design at Berkeley City College.
I pitched the orbital board concept, built the physical board, and painted the game pieces. Most of the mechanics came from the team, who were a blast to work with. Playtesting the physical board in person at Victory Point Cafe was an incredibly rewarding experience. Our professor Phillip Campbell also introduced us to the "Yes, and..." rule from improv as a tool for collaborative design, and that's something that's stayed with me on every team I've worked on since.
Fishes: Life Goes On - 3D Animated Student Short Film
3D animated short on the circle of life, told through fish.
3D animated short about the circle of life, told through fishes. Made for UC Berkeley's UCBUGG Computer Animation DeCal in Maya, rendered in Pixar's Renderman. I pitched the concept as an animatic and was voted in by classmates to direct.
This was the first time I ever pitched an idea to a group. Getting picked helped me get over the fear of doing it again, and I've used the skill on most projects since. I also came away with a real respect for how labor-intensive 3D modelling and animation are.
Algorhythmic - VR Rhythm Shooter
VR rhythm shooter: dual-wield pistols, custom beat detection.
VR rhythm shooter inspired by Beat Saber, but you dual-wield pistols. I wrote the beat-detection algorithm that parses any audio file and spawns timed targets. Built for UC Berkeley's XR DeCal.
This was my first student team project, and writing the beat detector was my first time pulling an implementation together from dense research papers. The game ended up being surprisingly fun to play.
Game of Life Simulation - Interactive Cellular Automata Sandbox
Conway's Game of Life sandbox in C++ with hand-drawn UI.
This was the first substantive independent programming project I ever took on, and the first one I made that I felt really proud of. John Conway's Game of Life had fascinated me for years from old YouTube videos before I finally had the chops to build a version of my own. It started out as my CIS 25: Data Structures and Algorithms final at Laney College and kept growing past the assignment. Along the way I picked up a bunch of desktop-app fundamentals (windowing, input handling, file I/O) and the ping-pong double-buffer pattern.
Looking back at it now, five years on, I can see how naive I was as a programmer. But I also feel proud of how solid some of my software architecture fundamentals were back then.
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Languages
- C
- C++
- C#
- Java
- Python
- GDScript
- GLSL/HLSL
- RISC-V
- x86_64
- HTML
- CSS
- JavaScript
Dev Tools
- Git
- GitHub
- Claude Code
- tmux
- Docker
- Vim
- GDB
- VSCode
- Obsidian
- Trello
- Perforce
- PlasticSCM
Engines & Libraries
- Godot Engine
- Unity
- Unreal Engine
- SDL
- OpenGL
- DirectX 11
- NumPy
- pandas
- scikit-image
- PyTorch
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Feel free to reach out via any of these social media handles.