Hello, I'm Nathan.

I'm a Software Developer.

View my work

About Me

I'm a software developer focused on C++, Python, JavaScript, and Unreal Engine. I've worked on projects like underwater VR simulations, real-time gaze-tracking systems, and optimized game-streaming technology. I'm always looking for challenging problems to solve and new things to learn.

Python
Python
C++
C++
SQL
SQL
JavaScript
JavaScript
Java
Java
Linux
Linux
PHP
PHP
C#
C#
Git
Git
NoSQL
NoSQL
Embedded C
Embedded C
Unreal Engine
Unreal Engine
Frontend
Frontend

Education

  • University of Rhode Island

    B.S. Computer Science - Minor in Mathematics

    Spring 2026

    • GPA 3.9 / 4.0
    • Dean's List 2x
    • C++, Java, OOP, Data Science, Operating Systems, Linear Algebra, Combinatorics
  • Community College of Rhode Island

    A.S. Computer Science

    Spring 2024

    • Dean's List 4x

Work Experience

  • Software Engineer Intern

    PlayStation - Aliso Viejo, CA

    Summer 2025

    Embedded C, Python

    • Enhanced PlayStation’s latency measurement system to track real-time gameplay latency, enabling practical performance analysis beyond in-house test apps.
    • Integrated embedded spectrometer and microcontroller with DualSense controller triggers, enabling automated, precise input simulations.
    • Modified software to detect luminosity and color shifts, supporting accurate end-to-end latency measurements across PlayStation’s cloud gaming platform.
  • Software Engineer Contractor

    Ocean Exploration Trust - Narragansett, RI

    September 2024 - May 2025

    C++, Unreal Engine, Python

    • Led development of a real-time underwater modeling tool used in scientific outreach, classroom teaching, and simulation environments.
    • Mentored a team of undergraduate interns, supporting both their technical growth and contributions to platform features.
  • Software Engineer Intern

    HF Designworks / ThayerMahan - Remote, US

    Summer 2024

    C#, C++, Unreal Engine

    • Continued development on the simulator platform built alongside ThayerMahan, supporting pilot training and AI interaction scenarios.
    • Upgraded the simulation environment from Unreal Engine 4 to Unreal Engine 5, unlocking improved lighting, performance, and development flexibility across their research and demo use cases.
    • Developed an eye-tracking system to log and visualize user gaze in screenspace as a real-time heatmap, aiding UX research and usability analysis.
  • Software Engineer Intern

    OET / NOAA OECI - Narragansett, RI

    September 2023 - May 2024

    Python, C++

    • Contributed to the Realtime Underwater Modeling and Immersion (RUMI) project, focused on seafloor simulation using photogrammetry.
    • Work on this project was showcased at SIGGRAPH 2024 for bridging underutilized domains across ocean science and simulation.
    • Designed software systems robust enough to be deployed at sea, in classrooms, and for interactive museum-style demos.
  • Simulation Intern

    ThayerMahan - Groton, CT

    Summer 2023

    C++, Unreal Engine

    • Improved a naval pilot AI simulator by implementing A*-based dynamic routing to simulate real-world traffic and mission variability.
    • Collaborated directly with NAVAIR and FortiFly teams to create a more adaptive and realistic training experience.
  • Software Engineer Intern

    NOAA Ocean Exploration Cooperative Institute - Narragansett, RI

    September 2022 - May 2023

    Python, Keras, PHP, Javascript

    • Accelerated deep-sea video highlight generation using parallel processing and batching, resulting in an 80% reduction in runtime.
    • Helped optimize ROVIA, an AI tool that identifies moments of interest in ocean exploration video footage.
    • Created URI Dynamic Metrics, a Google Sheets-powered WordPress plugin originally built for OECI and later adopted campus-wide.

Projects

Fluid Simulator

A browser-based sandbox that lets you paint color and force into an incompressible fluid in real time. Built with p5.js.

GitHub

Latency Measurement Tool

A specialized latency meter created for PlayStation's cloud gaming platform. Utilizes an embedded spectrometer and microcontroller integrated with DualSense controllers to simulate precise inputs. I expanded its capabilities by adding luminosity and color-shift detection, enabling accurate, practical latency measurement directly within real gameplay.

Latency Measurement Tool cover
RUMI – Simulator cover

RUMI – Simulator

An immersive simulator experience built in Unreal Engine 5 that aims to recreate real life dives taken place aboard expeditions on the E/V Nautilus.

Tech Post SIGGRAPH 2024 Talk

RUMI – Photogrammetry Pipeline

Photogrammetry is a method of 3D model creation using images or videos. We applied this technique to underwater footage captured by ROV Hercules to construct accurate geo-positioned digital environments of the seafloor. This process was later refined into a suite of tools to automatically process a dive's data into a digital world.

Project Page Model Viewer GitHub
RUMI – Photogrammetry Pipeline cover
Sandbox Cellular Automata cover

Sandbox Cellular Automata

Cellular Automata written in C++ using the SFML OpenGL library. Created using classes with polymorphism to allow for easy editing and creation of new elements. In the future I plan to optimize more by implementing a chunk based system like quadtrees or spatial hash grids. This would allow me to create more complicated elements or use a bigger grid.

GitHub

Vehicle Simulator

A randomized vehicle simulator project made in Unreal Engine 4. Includes traffic signals, collision avoidance, and automatic path creation. Easily expandable and modifiable through built in components and interfaces. Created during my internship with ThayerMahan.

Vehicle Simulator cover
ROVIA cover

ROVIA

A python deep neural network that analyzes underwater video footage and extracts highlight clips. I contributed to this project by optimizing both training and inference time.

Project Page Publication

Neural Network Number Guesser

Neural Network custom written in Java. Uses the Java Spring library to render the GUI. All math and logic is handled by my own code. Used the MNIST dataset for training and testing. Only has ~70% accuracy but it could be improved with more work.

GitHub
Neural Network Number Guesser cover
URI Dynamic Metrics cover

URI Dynamic Metrics

Reusable block created for use in Wordpress Websites. Automatically pulls data from google sheets to keep the website up to date. Built in collaboration with the University of Rhode Island and is now featured within their infrastructure.

GitHub

Molecular Physics Engine

JA physics engine I built to experiment with Verlet Integration that simulates physical interaction between particles. Created in Java with the Processing UI library.

GitHub
Molecular Physics Engine cover
Verlet Rope & Cloth Physics cover

Verlet Rope & Cloth Physics

An expansion I made for my Molecular Physics Engine. This update makes it possible to chain together objects with bonds into ropes and cloth. I also optimized the code by using grid collision detection. Every object is stored within a grid cell, and now will only check collisions with neighboring cells instead of every other object.

GitHub

Sorting Algorithm Visualizer

Interactive JS tool that animates and times classic sorting algorithms.

Sorting Algorithm Visualizer cover
Droideka Armature cover

Droideka Armature

Commissioned Blender rig featuring IK + Bézier-driven 360° animations.