UNIVERSITY OF OREGON
Bachelors of Architecture | 2010-2015
At the UO I evolved my design intuition over 5 years of intensive project work. Assignments always tailored to real-world sites and, sometimes, clients. I expanded adept knowledge of creative tools, like Google Sketchup, Revit, Photoshop, and more. The program emphasized fluid design modification, communication of intent with peers and critics, and understanding innate qualities that make each architectural design project unique and interesting.
Studio work was evaluated using individualized discussion and written assessments rather than letter grades. Each student was held accountable for impact on environmental, social, and cultural systems. I also integrated multiple design issues--e.g., cultural, social and behavioral, environmental, contextual, technological, theoretical, economic, political, and professional.
JAMES BEARD PUBLIC MARKET
September 2014 - June 2015 | Client: James Beard Public Market Association | Tools: AutoCAD, Sketchup, Adobe CS
Oregon boasts countless farms, breweries, and restaurants, but one key element has been missing for decades: a flagship public market to showcase the best of local food and products. The chosen site was prime waterfront realestate, which was bisected by the iconic Morrison Bridge.
The market’s design responds to the bridge’s form in its design and layout, while prioritizing public support spaces over privatized ones.
MEDFORD FIRE STATION #5
Date: January - April 2014 | Client: Medford Fire and Rescue | Tools: AutoCAD, Sketchup, Adobe Creative Suite
I designed a fire station for Medford firefighters and the greater community. Their existing station was falling into disrepair and didn’t address their needs anymore. My design simultaneously acted as a second home for its volunteers and paid staff, and as a beacon of public safety.
HANCOCK FIELD STATION
Date: September - December 2014 | Client: Oregon Museum of Science and Industry (OMSI) | Tools: AutoCAD, Sketchup, Adobe CS
I designed a campground that strengthens social bonds between its varied users, and respects the natural environment. Campers entered the Field Station and slept in cabins located nearby, forming a village at night. During the day, they learned about the world in classrooms neslted between the hills. Connecting them all was Berrie Hall, waiting at the centre of the campground.
CENTRE FOR DIGITAL MEDIA
Masters of Digital Media | 2015-2017
At the Centre for Digital Media, I worked with staff and multi-disciplinary, multi-cultural groups students to create digital media solutions for existing problems presented by real-world clients. We worked with clients intensively over 2-3 months. During these projects I developed communication, collaboration, and leadership skills. Essential methods include agile project development and rapid prototyping.
I also cultivated hard skills across a wide range of positions, including project management, 3D modeling with Unity and Unreal Engine 4, game development UX design, iOS programming, and audio design.
AR FOR OFFICE
Semester 3 AR App Development with Work at Play on Microsoft Hololens using Unity
When Work at Play first asked us for a product geared towards artists. Using the Microsoft Hololens, a teacher and their students would work through a mixed media lesson. Over time, however, we realized the product would work better in an office setting. Meetings could take place in multiple office settings at once, showcasing digital markings on the physical work room.
As the UX designer for this project, I tested out multiple physical and digital alphas, and generated useful information for the rest of the team to iterate on. During this project, I realized how similar developing an app and architecture could be: both environments require a team of mixed abilities to deliver a creative product under deadline.
![]() Minimum Viable Product Concept | ![]() App Flow Diagram | ![]() Prototype markings |
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![]() User Flow | ![]() User Example | ![]() Storyboard |
![]() Transform Control Diagram for Team Discussions | ![]() Paper Prototype | ![]() Paper Prototype |
![]() Paper Prototype |
PAWKER SALOON
Semester 2 VR Game Development with Roadhouse Interactive on HTC Vive, Samsung Gear VR, and Oculus Rift using Unity
Pawker Saloon was a game developed by 5 designers, including myself. I acted as project manager, meaning I discussed deadlines, goals, and obstacles directly with our client partners at Roadhouse. Throughout this project, I learned a lot about my management style, while motivating others to overcome internal or external obstacles under deadlines.
GAME JAMS
Semester 1 Game Jams
These game jams were exercises in UX design and asset development. The lessons I learned in these areas helps shape digital applications for architecture projects, from website development to VR applications.