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.
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
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)
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
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
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
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
Sole iOS developer on a stock market analysis app built with OpenGL ES 2.0
Built apps and ported Flash games to iOS using Obj-C and Cocos2d
Single player adventure
Worked on a team
Inventory and items
Optimized level collision using Unreal's LOD mesh generation
Turn-based online multiplayer
Worked on a team
Online support with server authoritative REST API
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
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
FPS grenade game
Reusable subclasses (would now favor composition over inheritance)
Exposing variables to the editor
Building prefabs
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