Passionate and driven engineer with an insatiable need to learn and grow. Motivated by challenging problems and that feeling you get when you are in over your head. Strong inter-team communication skills. Passion for security, privacy, and user experience.

Skills

Languages

  • C++
  • JS/ES6+
  • Objective C
  • C#

Software

  • Android
  • AWS
  • Cross-platform
  • Cocos2d-x
  • Express
  • React
  • React Native
  • iOS
  • Mobx
  • NodeJS
  • Protocol Buffers
  • Unity
  • Unreal Engine

Hardware

  • Android Phones
  • Android Tablets
  • AppleTV
  • iPad
  • iPhone
  • Nintendo Switch
  • PlayStation 4

Source Control

  • Git
  • Perforce

Work Experience (8)

Director of Engineering
Bit Fry Game Studios
April 2019 - Current
  • iOS
  • Unreal Engine
  • C++
  • JS/ES6+
  • Objective C
  • Playstation 4
  • Nintendo Switch

Lead the engineering organization from a prototype to a production ready scalable online multiplayer title in 9 months

  • Point of contact for all technical needs--acting CTO

  • Lead a team of 14 engineers on a high profile Apple Arcade title

  • Managed remote team of 7 engineers while growing internal team to take over full production

  • Hit all milestone dates on time and released our title on schedule

  • Planned architecture for high velocity cross-platform development

  • Worked on modifying UnrealBuildTool to support Apple Arcade development, including fixing issues with MacOS build signing, TVOS packaging issues, and new Apple Arcade build requirements

  • Responsible for all steps of release submissions (External code privacy audits, platform TRC audits, final binary submissions)

  • Worked with Apple and AWS on new and proposed features and services

  • Distilled platform requirements into guidelines for the design team via internal wiki docs and issue tracking

  • Responsible for reviewing GDDs and TDDs against our platform Technical Requirements Checklists

  • Worked on strategy for porting our games from iOS to PS4 and Switch, starting with getting our hockey title running on both consoles

  • Responsible for GDPR, CCPA, and COPPA compliance and data policies

  • Worked with legal counsel on our products privacy policy, EULA, and technical aspects of our contract negotiations with Epic, Apple, Sony, Nintendo, Audiokinetic, and Microsoft

  • Lead planning and testing of our GameLift and API scaling strategies

  • Worked with AWS solution architects to make our backend capable of supporting over 250,000 CCU

  • Mentored engineers

Staff Software Engineer
WB Games San Francisco (Plexchat acquisition)
June 2018 - April 2019
  • iOS
  • Android
  • Unity
  • JS/ES6+
  • C#
  • C++
  • Objective C

Lead of Plexchat engineering team building social tools and integrating Plexchat into WB Games' existing products

  • Designed a Unity Plugin that allows for easy and robust integration into many different game formats

  • Built a Unity canvas object that would map its location and size to native iOS and Android elements, allowing our React built Plexchat plugin to run in a Webview with a rect controlled by Unity

  • Designed the changes needed for our platform to be CVAA compliant while consulting WB legal counsel, and consulted with internal WB teams about making their games compliant

  • Worked with 3 internal WB studios to integrate Plexchat into their games (unreleased)

Tech Lead, Senior Software Engineer
Plexchat
October 2015 - June 2018
  • iOS
  • Android
  • Web
  • Security
  • SaaS
  • JS/ES6+
  • NodeJS/Express
  • Protocol Buffers
  • C++
  • Distributed systems

First employee and integral member responsible for building and releasing Plexchat on iOS, Android, and a B2B SaaS platform

  • Lead mobile client development using React Native with a team of 5

  • Worked on distributed stateful server written in C++

  • Built server/client communication architecture with Protocol Buffers and a custom Protocol Buffer diffing engine

  • Created ExpressJS middleware patterns for SaaS portal authentication and authorization

  • Worked closely with Product and UX designers throughout development

  • Mentored engineers

Mobile Engineer
Mappable
January 2015 - October 2015
  • iOS
  • Interface Builder
  • Auto Layout

Worked on the UI/UX of a music discovery app

  • Built adaptive Auto Layout UI with UIKit elements over an OpenGL view

  • Improved threading using iOS’s Quality of Service classes

Senior Software Engineer
Big Fish Games
February 2013 - January 2015
  • iOS
  • Android
  • Web
  • Cocos2d-x

Lead the development of new engine technology that changed the face of Big Fish Games' biggest titles

  • Designed a cross platform engine built on Cocos2d-x with the goal of having a single Javascript codebase that could be updated over the air on all platforms simultaneously

  • This engine is now used to drive the company’s largest games, including Casino, Lifeline, and Fairway Solitaire

  • Worked with the tools team to empower designers and artists with more data driven functionality across the engine

  • Designed a content management system that would only include referenced assets, asset changes, and remove assets that were no longer used

  • The game engine itself was also delivered and updated through the content management system

  • Data driven focus and efficient content management allowed for a 6 month client life cycle

  • Mentored engineers

Software Engineer
Jet Set Games
April 2011 - February 2013
  • iOS
  • Unity
  • Steam

Built and maintained live mobile and PC games using Unity

  • Built Unity editor tools to build and run on iOS, debug, and deploy to Testflight without Xcode and consulted with teams at EA and Maxis on improving their own Unity editor tools

  • Designed a Unity asset pipeline for versioning, and hosting asset bundles

  • Designed a Maya node animation exporter and playback for customizable characters in Cocos2d

  • Designed a layered construction and destruction system for 2D buildings making it possible to created each state of a building with only a few images, reducing memory use and the time it took for artists to create each building

Software Engineer
Black Ops Entertainment
June 2010 - April 2011
  • iOS
  • OpenGL
  • Objective C

Sole iOS developer on a stock market analysis app built with OpenGL ES 2.0

Software Engineer
Inzania
December 2009 - June 2010
  • iOS
  • Cocos2d
  • Objective C

Built apps and ported Flash games to iOS using Obj-C and Cocos2d

Projects (6)

Ram Fam - 48 Hour Game Jam
https://globalgamejam.org/2019/games/ramfam
  • Unreal Engine
  • C++

Single player adventure

  • Worked on a team

  • Inventory and items

  • Optimized level collision using Unreal's LOD mesh generation

Jambotz - 48 Hour Game Jam
https://github.com/kipricker/jambotz
  • NodeJS
  • Unity
  • C#

Turn-based online multiplayer

  • Worked on a team

  • Online support with server authoritative REST API

Loyal - 48 Hour Game Jam
https://youtu.be/Fs63PKq0-2w
  • Cocos2d-x
  • C++

Created in Cocos2d-x as a proof of concept for my SAKit project at Big Fish Games

  • Worked on a team

  • Level composition, gameplay, actors, and animations were all data driven

iOS External PC Racing Gauges
http://youtu.be/oTaPsO8LFkw
  • iOS
  • .net
  • C#

An app that displays in car data from Codemasters racing games

  • Server broadcasts data from the Open Motion API via a TCP broadcast socket

  • Experimental server pulls car data straight from game memory, giving the server access to more data

  • Client displays car data on customizable and dynamically generated gauges

48 Hour Unity Challenge
https://www.dropbox.com/s/1yaee3au79e5awi

FPS grenade game

  • Reusable subclasses (would now favor composition over inheritance)

  • Exposing variables to the editor

  • Building prefabs

iTunes Album Art Color Theory Experiment
https://github.com/kipricker/ImageThemeColorPicker
  • iOS
  • Design
  • Color Theory

Experiment to create a color theme from album art

  • Created a quantized color palette and identify meaningful color combinatinos using CIE distances and W3 contrast rules

Education (1)

B.S.
Game and Simulation Engineering
Shawnee State University
2005 - 2009