Hola Mundo! 🌎
I am a front-end developer with a passion for the world! I hope to spread compassion and empathy with my influence and speak for the marginalized humans in the tech corner of the world. I believe everybody should have the same opportunity to succeed as everyone else.
If I was Batman and my gadgets were experiences, I'd have a pretty rad utility belt. I've been a manager, unicycle club founder, bartender, professional photographer, nomadic traveler, graphic designer, and now a front-end engineer throughout my career. These experiences have unlocked skills I continue to hone: management, socializing, negotiating, innovating, problem-solving, empathizing, listening, and understanding the language of coding. And like Batman, I'm always adding new gadgets to my utility belt, and I look forward to collaborating with the other superheroes in the world!
My gadget belt: React, Sass, HTML5, CSS, Express, PostgreSQL, Cypress, Git, and Figma.
These stats to me are a reflection of growth mindset.
I hope with every single project I contribute to that I never plateau. I am always getting one commit closer to being able to create opportunities for all with the code!
- Denver, CO
- Adobe Illustrator
- Adobe Photoshop
OnlyDevs provides a way for developers to challenge their knowledge while also studying with the contributions of others.
My thoughts on this project
This project is my favorite project that I made when I was at Turing for many reasons. I wanted to make this app the moment I wanted a tangible way to practice interview questions daily. This project was my first 'niche' project in which I and others could benefit greatly.
The next remarkable thing about this project was our stretch goals. Our group initially wanted to make a PWA as stretch technology. The challenge arose when we sought out an API with just a list of technical front-end questions. We also wanted to make our app a social app by making answers available to everyone once posted. To our dismay, that meant we had to create a backend.
It was incredibly challenging overall.
PostgresSQL isn't too bad in retrospect, but learning it for the first time proved difficult. This challenge taught me to save time and trouble by asking somebody in the backend program to teach the query language. The next challenge was Heroku, which, surprisingly, took up 80% of the stress that came in developing a backend. We had to code so many unknowns that it took until being stuck for an entire day to understand what they meant finally.
Upon completion of the project...
...the veil that hid what happens beyond the browser was lifted. I was able to see and understand the connections between the front, middle, and end of an application. That was the moment I felt like a real developer, knowing that I had the power to build an entire website on my own.
Star Wars RPG Companion
Star Wars RPG Companion
Star Wars RPG Companion
This application is a companion for the tabletop RPG game: Star Wars: Edge of the Empire. The companion app allows you to keep track of and store your in-game characters. You may also roll any amount of the featured Star Wars dice so that your adventure may unfold into the legendary campaign it was always meant to be.
About the experience
This was our capstone project and the first time I had the chance to work with folks from the back-end. It was a total of two front-end engineers and four back-end engineers. It was a fantastic opportunity to build a practical application while not knowing the language that most of us knew.
We tried some fancy new techs
We had chosen Apollo and GraphQL as it was a technology that all of us could learn and use with each other. Not only was it cool to learn about a completely alternative way to accessing data, but it was also elevating once we were able to bridge the front-end to the back-end using our respective knowledge.
It's always a minor thing that's the most deceiving
We had decided to save the dice roll feature for last since it did not seem like it would be too difficult. To my surprise, I found that all dies had custom-sided faces that had nothing to do with numbers like standard dice. On top of that, you can roll more than one of the same die, up to 7 different types of dice.
It was an insightful experience since I didn't know anything about the game nor the rules.
- User Interface Design / UI
Thirteen Moons is a playing-card game that acts as a self-routine guide with a spiritual influence. This project was supposed to be a 'flex' project to show our newly earned React skills.
It was more challenging than I expected
I told myself I would keep it to a simple card game to hold back my ambitious nature. Little did I know I would be spending a few days on just the card designs and interactions alone or that I would try to implement React context hooks for the first time (successfully, but most definitely not optimally).
"Mobile-Design First," they say
I did have one more goal, and it was to make it mobile-friendly. I wanted to make something that I could share with my friends and family and that it would also be helpful to them. Most people I know would visit the website on their phones and enjoy it there.
- Hover elements don't work the same way on the phone. So the fancy card flip animation that I spent so much time on doesn't translate on mobile in the same way
- Since it is not a native app, I did not account for the URL bar in the phone browser. Since then, I've learned that mobile websites usually only have the navigation bar on the top while mobile apps have them on the bottom.
It was frustrating to see your application towards the final days. The website would not work on the phone, especially since I had to flip my focus to work on the desktop browsers.
I passed despite the circumstances!
This project ended up passing because it technically fulfilled all of the criteria in the rubric. However, it feels more like a demo of what it could've been.
This project felt very stiff for me since I wasn't 'flexing' but trying many new approaches at once, and most of it didn't go in my favor. Yet, this project was pivotal to my growth because it created new options that I would fine-tune in my following projects.
Thirteen Moons was also the first project I went "all-out" with Figma to be as detailed as possible with my wireframe. I now always make a detailed wireframe since I believe it can act as a way to see user stories and the website's features visually.