John P. Neal

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I'm a mechanical engineering student at Texas A&M University with a passion for robotics, automation, and human-centered engineering. I work at the intersection of mechanical design, embedded systems, and software, from CAD and fabrication to computer vision and robotic control.

Why robotics? What draws me to the field is less the machines themselves, but rather their potential to disrupt and reshape daily life. The smartphone wasn't remarkable for what it invented, but for what it refined: it sanded down the rough edges of existing technology and erased the friction between user and device. I want to build robotics with that same care and ethos: systems that move naturally enough, and integrate seamlessly enough, to belong alongside people rather than behind a factory wall.

Certifications

Certified SolidWorks Professional (CSWP)

Dassault Systèmes · Issued July 2025

ID C-4GP7YK6AQX · Verify credential

Resume Download PDF

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  • September 2026 – Present · 12-person team

    A VR-controlled modular humanoid upper torso, exploring low-backlash actuator concepts and dual-arm packaging on a compact legless platform.

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  • September 2026 – Present · Solo project

    A compact, low-backlash cycloidal-drive actuator prototyped over three PLA iterations, with a 13:1 reduction, delivering about 70% of its theoretical output torque in static testing.

    • Onshape
    • NEMA 17
    • AS5600 Encoder
    • 3D Printing
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  • June 2026 – July 2026 · Solo project

    A 5-DOF robotic arm built with servo motors, modular brackets, and an ESP32, featuring independently derived inverse kinematics and C++-based joint-space trajectory control for smooth motion.

    • ESP32
    • C++
    • SolidWorks
    • Embedded Systems
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  • August 2025 – May 2026 · 13-person team

    The L1 linkage and three-axis wrist for a 6-DOF laboratory-assistance robot, with a dual-sided wrist load path that improved simulated stability by about 20% at a 1.5 factor of safety.

    • SolidWorks
    • FEA
    • 3D Printing
    • Stepper Motors
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  • July 2025 · 2-person team

    A real-time Pygame rendering engine with responsive input handling and collision logic, built in a 48-hour hackathon and deployed to the browser through WebAssembly using Pygbag.

    • Python
    • Pygame
    • Pygbag
    • Git
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Want the short version? Portfolio PDF

Email

johnpneal@icloud.com

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