INNOVATION DAY 2024 | computer science & engineering

Capstone instructors

Dave Feil-Seifer
Dave Feil-Seifer
Devrin Lee
Devrin Lee

The 2024 Senior Capstone course in computer science and engineering was taught by Dave Feil-Seifer and Devrin Lee. To learn more about the computer science and engineering projects, please email Dave Feil-Seifer or email Devrin Lee .

About the department

Faculty in our department train aspiring computing professionals to use technology to solve important societal problems. Our alumni work at top companies like Apple, Google, Facebook, Amazon, Microsoft. Visit the Department of Computer Science & Engineering

Explore the projects

  • CSE-1 Those Who Soar

    Faculty Advisor: Eelke Folmer, Engineering professor

    Students: Gavin Casper, Andrew Kalb, Carter Webb,

    Those Who Soar is a top-down video game made in Unity and based in a tower. The player is tasked with ascending a tower by clearing floors riddled with puzzles and unique enemies. Along the way, the player can acquire new weapons and health from a vendor by spending coins found on the dungeon floor or inside of chests. Additionally, players receive skill points from defeating enemies and can spend their points by unlocking new skills to increase their combat ability.

  • CSE-2 Silica: A Studio Management Product for Photographers

    Industry Advisor: Ignacio Astaburuaga, Full Spectrum Cybersecurity Lab

    Students: Sean Adams, Chris Howe, Kurtis LeMay

    Silica is an innovative studio management software solution designed to streamline and optimize the various aspects of running a photography/media business. Silica is a central platform tailored to the unique needs of photographers. It handles creative business workflow tasks such as appointment scheduling, client communication, photo upload and delivery, calendar and availability management, automation, billing and much more. The main goal of Silica is to assist photographers and media companies in efficiently running their businesses and to fill a niche in the photography software market. Current software is lacking in terms of features, UI and security. The current tech stack being used to create Silica includes React, TypeScript, AWS S3, Rust and PostgreSQL, which ensures Silica will be a robust and scalable solution. By providing a cohesive and modern environment, Silica significantly will improve the overall business workflow for photographers, media companies and their clients alike.

  • CSE-3 Serve Your Neighbors

    Industry advisor: Nathan Navarro Griffin, Squanch Games

    Students: Kirin Hardinger, Timothy Ngo, Helen Truong

    Serve Your Neighbors is a casual, arcade-style video game where you play as an up-and-coming restaurateur in a world of foodies. Major components include AI pathfinding for customers and a customizable restaurant layout system. Unlike other restaurant management games, Serve Your Neighbors features unique kidnapping and distraction mechanics which add an additional layer of complexity to the game, keeping players hooked. These new systems are important because innovation is vital to maintain excitement and they fill a niche in the market. Serve Your Neighbors is developed with the Unity engine and is coded in C#. The final executable of the game will be built for Windows operating systems.

  • CSE-4 ASR Attack

    Faculty Advisor: Rui Hu, College of Engineering assistant professor

    Students: Jacob Ayers, Kristian Konstantinov, Cody Long, Zach Strazi

    Technology has advanced over the past 20 years to the point where many devices use smart voice technology. These devices rely on Automatic Speech Recognition (ASR) to identify keywords and phrases that trigger their functionality. Our project aims to create Adversarial Examples (AE) that can be played concurrently while an auditory command is given to ASR devices, causing them to misclassify the given command. By first getting logits from LibriSpeech audio files and perturbing them by a fraction, using a Kenansville-based untargeted attack, we will create our adversarial examples and attack the various Wav2Vec2 models to determine how efficient the AEs are at causing a misclassification. We will then test our AEs on Application Programming Interfaces (APIs) like Google and Amazon Alexa to cause a misclassification in a given command. To deliver the attacks, the team plans on using a Raspberry Pi device to listen for the trigger phrase and play the AE at the same time a user gives a command. The ASR device then will receive the user input as well as the AE simultaneously and misclassify the command.

  • CSE-5 CSSI Web Portal

    Advisors:  Zach Estreito and Kaden N, CSSI; Sergiu Dascalu, College of Engineering professor

    Students: Colin McAlvain, Huy Tran, David Vargas Delgado

    This project is a web portal that seeks to aid the current research under the CSSI project, which is a series of cheap, long range, LoRa devices used to monitor the climate data. This web portal seeks to be the connection between users and these sensors by providing an intuitive user interface that outputs the data flow from the sensors to the viewers.

  • CSE-6 CardHub

    Faculty Advisor: Erin Keith, College of Engineering lecturer

    Students: Lyssie Brown, Rubi Dionisio, Alejandro Mozqueda, Liam Prior

    CardHub is an innovative online multiplayer card game offering an assortment of different games and custom card themes. Inspired by Kahoot, Jackbox and Tabletop Simulator, players can create their own private rooms and play with friends.

  • CSE-7 Comic Contours

    Faculty Advisors: Sara Davis, College of Engineering lecturer; Emily Hand, College of Engineering assistant professor

    Students: Karly Amanna, Rhiannon Barber, Jojo Petersky

    Our project takes a user-uploaded image and maps the facial regions using landmarking points. Then, using statistical analysis, it augments the most prominent facial feature(s) to generate a caricature version of the image.

  • CSE-8 DeadDrop

    Students: Jann Arellano, Brian Buslon, Keaton Clark, Lloyd Gonzales

    DeadDrop is a command and control (C2) framework used in post-exploitation activities and penetration testing to create malware payloads, manage compromised devices and generate operational reports. DeadDrop's primary purpose is to aid legitimate security professionals (the "red team") in an activity known as penetration testing, which assesses a company's ability to defend against attacks and protect its data. Penetration tests often are coordinated using C2 frameworks, which significantly simplifies managing infected devices while ensuring accountability for actions taken by the red team. Using a C2 framework in testing greatly benefits security engineers (the "blue team"), as they can identify opportunities through the reporting and logging functionality provided by the C2 framework. However, unlike existing frameworks, DeadDrop focuses on leveraging features in legitimate websites such as YouTube and Wikipedia to communicate with devices and exfiltrate data, masking its activity within the noise of popular websites. Messages (dead drops) can be placed on external services by one device, which can be retrieved by the other device by accessing the external service. By abusing the "trust" behind large, well-known websites, DeadDrop provides security engineers with new insight into identifying covert attacker techniques and security weaknesses.

  • CSE-9 Mythos Maze

    Students: Nathan Gomez, Luna Perez-Herrera, Zephyr Vincent

    The project is a Greek mythology-inspired 3D action rogue-like FPS developed in Unity leveraging a procedural generation system for its levels.

  • CSE-10: NviroQuest

    Industry Advisor: Erin Hanan

    Students: Mikayla Arabian, Travis Carter, Elizabeth Kaminsky, Amelia Pasco

    NviroQuest is a role-playing game (RPG) that educates about climate change, nitrogen deposition and how those things affect watershed environments. In the game, the earth has become inhabitable and the player has been sent to fix the problem through environmental action.

  • CSE-11 A Multilayered Biometric Access Control Device that Detects Duress of an Authenticated User

    Industry advisor: Ignacio Astaburuaga

    Students: Roohan Amin, Owen Boxx, Hayden Coffing, Alexander Ram

     The project is a security appliance that will authenticate a user using facial recognition and assess if the user is under duress. If the user is under duress, the device will deny access.

  • CSE-12 Drift

    Faculty Advisors: Brittany Avila, College of Science teaching professor; Araam Zaremehrjardi, College of Engineering graduate student

    Students: Fiorina Chau, John Christian Jackson, Jordan Rood

    Drift is a thrifting mobile application as well as a software service specifically for public users to buy and sell thrifting goods (i.e., an e-commerce app for thrifting specifically). The main objective of this project is to create a more sustainable and ethical way of shopping. Our goal is to drift away from fast fashion and the overconsumption of clothes through a mobile thrifting app where users can buy and sell secondhand clothes! Drift allows users to peruse a multitude of items, post their own items for sale and save items for future reference, along with many other functionalities. Our technology stack is a React Native frontend, TypeScript middleware, and MySQL database backend.

  • CSE-13 PsySearch

    Faculty Advisor: Brittany Avila, College of Science teaching associate professor

    Students: Ron Borenstein, Nicholas Finne, Emerson Fleming, Josh Herup

    PsySearch is a web platform designed to revolutionize the graduate school application process for psychology students. It addresses the challenges of locating and organizing product information by centralizing data related to psychology graduate programs across the globe. The platform is crucial because it streamlines the decision-making process, which can be overwhelming. Key features of the project include an interactive map for easy program discovery, a personalized dashboard for saving your favorite schools, a robust ticketing system for user support and a curated database to neatly display information about schools.

  • CSE-14 To Be Delivered

    Faculty advisor: College of Engineering senior information security engineer

    Students: Ryan Du, Stephanie Du, Nicholas Larson, Hayden Zamboanga

    To Be Delivered aims to be a hybrid of locally hosting a personal storage server and a cloud storage solution. This is done to provide the convenience of using a cloud storage service while protecting user privacy. User privacy is important because it is a fundamental right and users should be able to easily transfer files between their devices without anyone being able to look at them. This is done by encrypting files before they are sent (only the user has the key) which means even if the files are intercepted, their contents will be unreadable to anyone except the owner.

  • CSE-15 Whisker Fish

    Industry Advisors: Cynthia and Tom Waxman, IGT

    Students: Austin Ah Mau; Tania Jaswal; Justin Kelly, Jasmine Wells

    Whisker Fish, an arcade game, revolves around capturing magical catfish. Players skillfully maneuver the hook left or right using a joystick to collect various baitfish species. The ultimate goal is capturing elusive catfish, each requiring specific baitfish patterns, like the zebra catfish caught with a black, white, black, white sequence. A QR code-based saving system enables players to collect and preserve their catfish collection. Embracing a collect-them-all approach, the game fosters return engagement. The document comprehensively outlines the project's progress, delving into achieved functionalities, significant updates and the ongoing hardware integration phase.

  • CSE-16 Wolf Hack Academy

    Faculty advisor: Shamik Sengupta, College of Engineering professor

    Students: Marissa Floam, Amber Hankins, Paige Mortensen, Nicole Siron

    Wolf Hack Academy is an online cybersecurity learning platform. It aims to boost beginner-level cybersecurity knowledge and skills while keeping users engaged and curious about the field. The platform offers informative lessons, competitive point systems and mini-games. Throughout their cybersecurity education, learners can share their achievements and learn about new opportunities through our Community feature. With Wolf Hack Academy, we invest in the future of young cybersecurity learners as they grow into tomorrow's cybersecurity professionals.

  • CSE-17 Improvements to Automatic Gas Pressure Controller for 2TW Zebra Pulse-Power Generator

    Students: Vladislav Petrov, Sean Rolandelli, Bradley Sullivan

    Hardware and software improvements to an existing gas pressure control system.

  • CSE-18: Linguistic Analysis & Stylometry Suite

    Faculty Advisor: College of Engineering Assistant Professor Emily Hand

    Students: Kameron Bettridge, Alvin Leung, Raymond Pai, Zachary Wilhite

    The Linguistic Analysis & Stylometry Suite, also known as LASS, is a set of tools designed around the concept of author attribution and stylometry. In a world where it is increasingly easier for threat actors to stay anonymous online, this project can help identify threat actors based on their writing style. It also can provide some tools to help with anonymity, there being legitimate reasons to be anonymous (such as whistleblowing). While the idea of using a piece of writing to de-anonymize threat actors is not new, as shown with the field of forensic linguistics, we hope that this tool will help advance this field as well as being something that is open source and accessible to anyone. There are also other uses and tools in this project such as predicting that someone is an author of a text in general based on past writings or a tool that will rephrase text to appear to be styled by another person.

  • CSE-19 Plato

    Students: Richard Cao, Jeremy Mamaril, Mark Marsala, Michael Nia

    Plato is a transformative web application bridging the gap between mentors and mentees. Users provide detailed profiles to enhance our tailored matchmaking system. Protecting our users is paramount, which is why we have implemented identity verification, multi-factor authentication and machine learning algorithms to actively address unprofessional behavior. Through direct messaging, video calling and a professional events page, users will connect, communicate and stay ahead in both the global and local professional landscapes. The team plans to design and implement all of this functionality, including safe user profile management and an interactive user interface and experience.

  • CSE-20 DigiCaddie

    Students: Melanie Bazgan, Mitchell Maddux, Brandon Pastorius, Fletcher Spielman

    DigiCaddie is a web-based application for golfers to share, compete and show off their golfing adventures. The app allows users to to share pictures, track games and hear about events that are happening in the golfing space. The goal is to allow app users get more involved with the sport that they love and build a community of people that share the common interest of golf.

  • CSE-21 E-commerce website for Parasol Laboratories Incorporated

    Industry Advisor: Ahmed Munoz, Parasol Laboratories Incorporated

    Students: Kaeden Carver, Samuel Lehman, Nicholas Whitehorn

    Team 21 is developing an e-commerce website for a startup biotech company, Parasol Laboratories Incorporated. The e-commerce website will be a platform that enables Parasol Laboratories' audience to not only learn about the company, but also to shop their catalog of products. The problem Parasol Laboratories strives to break through is the black box norms of biotech company solutions. That problem creates a task for our team: develop a website with a primary concern of accessibility of information and adopt a transparent design philosophy for our users. It is important for users to have ease of access to information about their product as it's a basic right for users to request for information and see information regarding their product.

  • CSE-22 VRcade Suite

    Industry Advisor: Jared L. Nelson, Armedia

    Students: Emanuel Gutierrez-Cornejo, Austin Hendricks, Jack Spinola, Luis Torres

    VRcade Suite is a suite of arcade games using a Leap Motion Controller 2 that takes hand gestures as input, replacing a traditional controller. Players are able to play a variety of games using only their hands. The games include, but are not limited to, Hoops, Skeeball and Darts. Using intuitive hand motions, players are able to interact with a basketball or skeeball like they would in real life.

  • CSE-23 PitchTek

    Students: Ethan Carroll, Davis Dunkley, Parker True

    PitchTek is an innovative baseball analytics application developed to transform the way coaches, players and fans interact with the game. At the heart of PitchTek lies a proprietary machine-learning model capable of predicting pitch classifications, including type, speed and location in real-time. The application provides a user-friendly dashboard that integrates vital statistics and predictive analytics to enhance strategic decision-making. Designed to democratize access to advanced analytics, PitchTek levels the playing field by offering public access to tools that once were exclusive to professional teams. By offering detailed insights into player performances and game dynamics, PitchTek not only aids in coaching and player development but also enriches the fan experience, fostering a deeper connection with the sport.

  • CSE-24 EmotiFit

    Industry Advisor: Sean Montgomery, Connected Future Labs

    Students: Johnathon Franco Sosa, Daniel Guzman, Pamella Nipay

    EmotiFit is reshaping stationary exercise, especially in cycling, through an innovative app. Seamlessly integrating EmotiBit device heart rate data, users input real-time information for personalized workouts. The app excels in dynamically adjusting music playlists based on workout intensity, elevating motivation. A user-friendly login interface ensures seamless entry, fostering positive engagement. Integration of the Spotify API with our chatbot adds a dynamic dimension, offering personalized music synced with users' workout intensity. A pivotal feature is the heart data visualizer screen, changing background colors when the heart rate exceeds a set threshold. This enhances engagement and provides instant feedback, empowering users to customize workouts in real-time. These functionalities redefine stationary workouts, embodying EmotiFit's commitment to a revolutionary and personalized fitness journey.

  • CSE-25 Rhythm Warriors: Time Warp

    Faculty Advisor: Alireza Tavakkoli, College of Engineering professor

    Students: Randall Fernandez, Jamie Lee, Julianne Maghirang

    Rhythm Warriors: Time Warp is a historically inspired VR rhythm game where players travel through time rifts in order to stop a mysterious villain who is torturing the past. Their task involves defeating enemies of the rift, collecting pieces of an artifact and assembling them to close the rift and restore the timeline. Players will be able to explore numerous historical eras while having meaningful interactions with diverse non-player characters and engage in a rhythm-based gameplay when coming across enemies.

  • CSE-26 Ur Next Route

    Advisor: Madison Eifert, University Police Department

    Students: Kurtis Bertauche, Anna Desorcy, Michael Munakash, Kathleen Scafidi 

    Ur Next Route is a mobile safety application designed to prioritize the safety of students and faculty navigating the University of Nevada, Reno campus. To prioritize safety, the app incorporates features such as, but not limited to, route generation, pin placement and an emergency call system. The routing system considers various parameters, including distance, lighting and real-time hazard pins to create the safest path. The app introduces a variety of pins, such as "I didn't feel safe" and "Maintenance needed here," promoting a close to 'real-time' safety update system while still respecting user privacy. With an administrative coordinator from Campus Police as a mentor, the app aims to provide a more robust safety toolkit than previous University safety applications.

  • CSE-27 JourneyGenius

    Students: Kai Hiratani, Isaac Reilly, Ethan Thai

    Three male students standing in a hallway

    Introducing Journey Genius, the AI-personalized vacation planner. Crafting custom itineraries using AI and machine learning, it streamlines travel planning with data analysis. While still evolving, it promises hassle-free trips through automation. Welcome to the future of travel planning.

  • CSE-28 Do Not Eat. Do Not Consume.

    Industry Advisors: Joshua Dahl, Jared Freeman, Rob McKay and Michael Wilson; GUD Team

    Students: Nathan Wahlstrom, Kurt Wagner, Sariah Warren

    Our 3D horror video game, "Do Not Eat. Do Not Consume," blends surrealism with realism to deliver an interesting story and difficult challenges for the player to overcome. The main functionalities of the game include: a gameplay loop that forces the player to restart the game upon losing, a series of manually-designed levels that feature a special item to be obtained and a countdown mechanic that will start once the item is obtained and force the player to rush back to the beginning of the level. If the countdown expires before the player reaches the beginning of the level, a very fast and invincible monster will spawn in and hunt the player down. Items will be placed randomly in each level to increase health, stamina and sanity. The player must use them to overcome the monsters roaming each level. The player will have a limited amount of inventory space to carry items and must make tough decisions about what items to take and when to use items. Enemies will have special sensory systems to detect and hunt players. The goal of this project is to provide both new and experienced players with a thrilling gaming experience.

  • CSE-29 Fundamentals of Robotics Education

    Faculty advisor: Hossein Jamali, College of Engineering graduate student

    Students: Andrew DeBolt, Henry Dalton, Jenavieve Layosa, Ilana Macy

    Our project, the Fundamentals of Robotics Education (FORE), is an interactive learning website designed to provide robotics education to students at a high school or undergraduate level. Our intended users are students, teachers and any individuals interested in robotics. This project is necessary because robotics education currently is not accessible without having access to a robot, which is a high barrier for entry. We want to remove that barrier by providing programming assignments related to the lesson content that will simulate a real-time robot performing the code input by the learner. We will implement the code editor and simulator, as well as the database and hosting.

  • CSE-30 Elementary CyberSecurity Educational Website

    Students: Austin Jarolimek, Kyle Johnson, Ryan Krysinski, James Looney

    Our project is kidscyberacademy.org, a K-6 cybersecurity education website. This project stands at the intersection of education and technology, offering an immersive learning experience that fosters cybersecurity awareness through interactive lessons, quizzes and Unity games. Our goal is to help promote cybersecurity education, events and sources to education websites. As more members of society use technology, it is important to facilitate access and provide cybersecurity-related teaching to anyone who wants to stay protected online. We also strive to provide lessons and materials that conform to the standards and visions of educators and government agencies both in the state of Nevada and respected entities. Together, we hope to do our part in helping the next generation stay safe when using technology, being online and other aspects of daily life.

  • CSE-31 Spatial Blend

    Faculty Advisor: Michael Webster, College of Science professor

    Students: Jose Diaz, Yun Kim, Bryce Millis

    Using Python for image processing and Tailwind CSS for the user interface, we developed a platform where users can upload multiple images, manipulate their spatial frequencies and merge them into composite images. Our achievement enabling users to observe diverse visual perceptions at different viewing distances and control various aspects of images, such as contrast and color. This web application not only caters to practical image manipulation needs but also serves as an educational resource for comprehending image processing, frequency analysis and fundamental human vision concepts. This project will offer users advanced image manipulation tools and serves as an educational resource for understanding image processing, frequency analysis and basic human vision.

  • CSE-32 Shadeheart

    Industry Advisors: Joshua Dahl and Erik Marsh, University of Nevada, Reno graduate students

    Students: Bradford Bailey, Sofia Gratny, Seth Lopez

    Shadeheart is a 2D turn-based video game inspired by classics like Undertale and Pokémon. The player will be able to collect monsters, complete quests and view many animations planned for the game. Shadeheart will include innovative ways to add enjoyment for the players and viewers. The team wants the game to be watched and played with the same amount of enjoyment. To do that, the team will implement an interactive combat system, a plot that fits with the world and a quest system for experience and skill points.

  • CSE-33 Virtual Graffiti

    Students: Moises Moreno, Foster Schmidt, Aidan Vancil

    Virtual Graffiti redefines urban artistic expression by leveraging lasers to project dynamic visuals onto buildings. Utilizing lasers as interactive mediums, the project is able to create a public, scalable and visually impactful software solution. Hosted on a dedicated laptop, the system employs open-source libraries and computer vision to process real-time data from laser pointers and their glare in order to translate it to a displayable canvas. Beyond its entertainment value, Virtual Graffiti represents a significant exploration at the intersection of technology and art, offering a unique canvas for the public to engage creatively within an open space. The project document includes subsections regarding the project's significance, risks, legality, responsibilities, accessibility and much more.

  • CSE-34 Creature Conquest

    Industry Advisors: Joshua Dahl, Jared Freeman, Rob McKay and Michael Wilson; GUD Team

    Students: Justin Casuga, Edward Martinez-Anaya, Alexander Perez-Herrera, Gustavo Rubio

    Creature Conquest is a 3D tower defense video game developed in the Unity game engine. The game aims to put a new spin on the widely popular tower defense genre by introducing roguelike elements such as permadeath and progression. Players embark on 'runs' where they attempt a series of levels. Win or lose, players unlock new towers and upgrades that can be utilized on subsequent runs.

  • CSE-35 Mammoth

    Industry Advisor: Lee Eason

    Students: Jake Bottenburg, Dennis Brown, Daniel Matthies, Cristian Ruelas

    Project Mammoth is a multiplayer cooperative action sci-fi game where players hunt dangerous alien creatures. The game scenario: humanity has ventured into the stars to explore strange and exotic new worlds. Those worlds are hostile, home to aggressive, territorial creatures that are the toughest of apex predators. Cooperation and teamwork are essential for survival on these harsh planets. Players must protect their base camp on these worlds by managing these threats. Players sent out on missions on these worlds will need to use a range of tools and equipment to navigate these landscapes and to discover new, rare and exotic materials that can be used to enhance their weapons and equipment. Project Mammoth will provide a unique experience that includes exploring new worlds, discovering exotic materials and ensuring the survival of the base camp by taking on the toughest of apex predators.

  • CSE-36 ReBoot

    Students: Stephanie Carducci, Jose Flores, Joey Isola, Jefrin Jojan

    ReBoot is a social media app for reviewing, sharing and discovering video games.

  • CSE-37 RoomSense Robot

    Students: Gabriella Charalampidi, James Kolby, Emily McCue

    Our project is a robotic assistant designed to autonomously navigate and identify objects within any room. The robot will be capable of scanning its environment, mapping the layout and detecting items. Once this process is completed, it will inform the user of the identified objects. It will be easy to use by all, including those who have trouble moving around or seeing well. Lastly, it will include a simple interface so that people of all levels of digital literacy will be able to use it. The robot's functionality will mainly be implemented with ROS Melodic operating on the Hiwonder Jetauto Pro robot. The design document serves the purpose of providing a comprehensive blueprint for the development and implementation of the robotic assistant, outlining its functionality, user interface design and technical specifications to guide the project team throughout the development process.

  • CSE-38 Course Compass

    Advisor: Syreeta Williams, Engineering advisor

    Students: John Montesa, Lucas Videtto, Jose Urrutia

    Course Compass is a web application developed with the aim of replacing the University's current system, MyNevada, for the purpose of course searches during enrollment periods. Users are able to post reviews of courses and instructors as well as input personal and career interests to tailor their results.

  • CSE-39 Ultimate DC Circuit Analyzer

    Faculty Advisor: Jeongwon Park, College of Engineering associate professor

    Students: Dillon Kiernan, Nevin McIlwee, Ainsley Nutting

    Our project is creating a user-friendly circuit analyzer tool with game-like elements that is useful for students of all knowledge levels. The project's progress is focused on meeting the needs of new learners and finding ways to make circuit theory entertaining and challenging. Our goal is to create an efficient standalone application for learning and experimenting with common circuit analysis techniques such as Kerchoff's laws and Norton/Thevenin equivalence. The program will allow users to design and edit their own DC circuits in a drag-and-drop schematic editor or randomly generate example circuits, as well as give step-by-step guidance on the different calculations that one could perform on a DC circuit.

  • CSE-40 Uni-Market

    Students: Yeamin Chowdhury, Cameron McCoy, Jacob Hunter, Nikhil Sharma

    Uni-Market is a marketplace for verified university members. On Uni-Market, users will engage in buying and selling items with confidence that the engagement is with another verified member of their academic institution. Available cross-platform and across different operating systems, users may download the application on a device of their convenience or visit our website on a browser of their choice. The platform will feature a system where users can message the seller directly on the app to negotiate price or find a place to meet to conduct the sale. Finally, Uni-Market is secure with multi-factor authentication to keep our users safe from potential risks and vulnerabilities. Let's rethink the way we buy and sell academic resources with Uni-Market!

  • CSE-41 Harvest of Fear

    Faculty Advisor: Alireza Tavakkoli, College of Engineering professor

    Students: Natalie Carrero, Daniela Castorena, Iasha Rahman

    Harvest of Fear is an escape room-style horror game that revolves around an intricate backstory, puzzles and suspenseful encounters to provide our players with a thrilling experience. Players must navigate through an eerie corn maze by solving puzzles and evading the lurking witch to survive. The project aims to provide players with an exhilarating horror experience that challenges their wits and strategic thinking. Key features will include immersive 3D graphics, strategically placed clues and keys, and an intense atmosphere enhanced by sound effects and eerie visuals. By unraveling the maze's dark secrets, players will confront the vengeful curse of Agnes Hawthorne and successfully navigate their way out of the maze. Harvest of Fear will deliver an immersive journey filled with danger and suspense that will have players striving to conquer the horrors lurking within.

  • CSE-42 Raid on Rift

    Students: Gerard Bensadoun, Ian Pettersen, Garrett Slattengren, Ian Sturtz

    Our project is a turn-based game focused on lots of replay-ability. The game features draft and placement phases that allow the user to acquire and edge over their opponents before the game even begins. Additionally, our game includes unique characters and stories around these characters.

  • CSE-43 Leap of Faith

    Students: Brennan Galvin, Bridget LaBonney, Trent Riley

    Leap of Faith is a platforming puzzler video game where the player is the last believer of an ancient god in a world filled with darkness. The objective is to escape the doomed world.

  • CSE-44 Rock Bottom

    Industry Advisor: Levi Scully

    Students: Carl Brong, Vincent Lee, Jacob Wilt

    Rock Bottom is a 2D platformer game where the player journeys through the memories of a nameless character. The character's memories are riddled with hazards and obstacles from their past, and the player needs to solve the puzzle that is the character's mind in order to progress. The player must complete various unique levels to remember the joys of life. Rock Bottom will provide a fun and challenging experience for our audience to remember. It will have smooth acceleration-based movement controls, an interactive environment full of puzzles and obstacles, an enveloping soundtrack and immersive storytelling.

  • CSE-45 Task Titans

    Faculty Advisors: Erin Keith, College of Engineering lecturer; Vinh Le; Devrin Lee

    Students: Nanami Duncan, Stosh Peterson, Jazz Radaza

    Task Titans is a gamified productivity tool designed to empower students with effective task management and motivational features rooted in habit formation and psychology. Task Titans transforms routine academic responsibilities into engaging challenges, motivating users to excel academically while cultivating lasting study habits. The app provides features such as task list management and gamified task completion with Titan battles -- game elements that drive app engagement -- as well as in-game experience points, promoting collaborative learning and accountability. Task Titans also integrates reminders and notifications to keep students on track and offers in-depth analytics for self-improvement. Task Titans' unique approach -- combining gamification and academic task management -- positions it to stand out among competitors by enhancing student productivity and fostering success in a gamified academic environment.

  • CSE-46 Ghostwryte.ai

    Students: Hunter Africk, Jessica Nam, Morgan Young

    Ghostwryte.ai is an AI copilot for personalized social media content creation.

  • CSE-47 Agent E-Commerce Platform

    Industry advisor: Daniel Chong

    Students: Eduardo Arce-Gutierrez, Oscar Carreon Negreros, Ethan Vito

    We are building an e-commerce website that sells clothes and incorporates cryptographic payments. Most platforms do not have any form of cryptographic payments/wallet connectivity. With crypto's surge in popularity, it's important to ensure that customers have access to as many payment options as possible. We intend to implement payment options for Bitcoin, Ethereum, USDC and others. Additionally, we want the website to incorporate modern design elements such as animations and minimalism.

  • CSE-48 AR-U

    Industry advisor: Jordan Hastings

    Students: Leonel Covarrubias, Matthew Tang, Jesus Valenzuela

    A mobile android application for quickly discovering the University of Nevada, Reno campus.

  • CSE-49 Arcanum

    Faculty Advisor: Arthur LeVesque, University of Nevada Reno

    Four students standing in a row and smiling at the camera.
    From left: Pearson Lawrence, Braden Turner, Brandon Yu and Mason Smith

    Students: Pearson Lawrence, Mason Smith, Braden Turner Brandon Yu

    Arcanum is an online multiplayer virtual reality game that features magical combat against other players. Users can cast spells and teleport around various platforms using hand gestures rather than only button inputs as well as play against random opponents or friends using our online matchmaking system.