Gallo Sanitation Management System

This project was a full-stack software engineering capstone built with E. & J. Gallo Winery to replace a paper-based sanitation tracking system used in production facilities. The original workflow relied on manual checklists and spreadsheet entry, which created inefficiencies and limited real-time visibility. Our system digitizes this process into a centralized web application that standardizes sanitation workflows, improves traceability, and supports audit and compliance needs.

I primarily worked as a backend developer and data engineer, focusing on system architecture, database design, and core application logic. My contributions included building the submission and inspection systems, designing the facility-to-production-line data hierarchy, and integrating frontend and backend APIs. I also implemented key features such as an AI-powered admin assistant using AWS Bedrock and helped develop core workflow and data management functionality across the system.

Merced EMS Staging Optimizer

The Merced EMS Staging Optimizer is a web application designed to help emergency medical services determine optimal ambulance staging locations across Merced, California. Users input the number of available units and define an optimization goal, such as minimizing response time based on current call demand. The system visualizes key locations on an interactive map and provides recommended staging points along with explanations for each placement.

The application combines a Flask backend with a React-based heatmap interface that models emergency call density using neighborhood-level data with time-based weighting. This data is processed to generate optimized staging recommendations that balance coverage across high-demand areas while preventing redundant positioning. The project was developed during the Hacktually hackathon at UC Merced, with a focus on exploring how AI can be applied to spatial decision-making problems.

Competitive Drawing Application

A multiplayer drawing game where users join lobbies and compete in real-time drawing challenges. Players draw based on prompts and submit their results within each round.

I was responsible for implementing the core drawing functionality, including a freeform canvas, pen tool, eraser, undo system, color selection, and adjustable brush sizes. This formed the main interaction layer of the application. The project was built in a team of three, and I focused primarily on the drawing engine and user input handling.