I clarify problems, write simple and resilient code, continually learn and grow, and care for my team.
Experience
Unannounced Title
Believer Entertainment
PC
August 2023 to Present
Working on systems across both engine and infrastructure to support engineering and content creators.
Canceled FPS Title
Team Kaiju
PC
March 2022 to August 2023
Identified and optimized both code and data sources of Unreal game thread perf problems across a variety of different systems. Champion for workflow iteration times, improving PIE performance from 45ms down to 15ms, map load times from 5+ mins to ~30s, and “Heavy PIE” startup times from 30+ mins to less than 1 min.
Wrote custom tooling and debug systems to support content creators' specific needs around animation, world building, audio, and gameplay systems, including extending existing Unreal systems with new UI and hotkeys.
Owned the full stack of AI locomotion and animation systems, implementing AI-driven, designer-tweakable, custom movement abilities synced with animation in a networked environment.
Extended the Houdini Engine for Unreal plugin to leverage native landscape spline curves for procgen roads.
Champion for test automation, extending the native Unreal framework to simplify writing tests, creating multiple code and BP-oriented tests to lead by example, and integrated them with our automated Jenkins pipeline.
Leveraged Unreal replication and RepGraph, minimizing net traffic while providing a compelling real-time, debuggable experience on the client for gameplay systems such as destruction and AI-oriented functionality.
Fixed crashes and critical bugs in various engine-level systems, such as World Partition, Level Instances, UObject, Navigation, Input, Animation, and Gameplay Ability System.
Halo Infinite
343 Industries
Xbox Series X, Xbox One, PC
Jan 2018 to March 2022
Ported Slipspace engine and shader compiler pipeline to the prerelease Xbox Series X hardware, OS, and SDK, while working with the platform team in a tight loop of kernel and SDK bug feedback, testing, and verification.
Aggressively profiled and optimized memory for many systems in different parts of the engine, saving hundreds of megs that allowed the memory-constrained Xbox One title to ship and increasing Mean-Time-To-Failure over 4x (46.6 to 197.6 mins).
Owned all engine-level memory APIs, creating new in-engine and standalone tools for memory analysis, improving existing tracking features, and hooking telemetry support for continuous integration visiblity.
Profiled and implemented optimizations for major perf bottlenecks in the asset pipeline's asset metadata system, in some cases shaving hours off nightly build times.
Upgraded tools, asset pipeline, and infrastructure to support external studios. Enabled multiple codevelopment partners to be able to work on code and assets worldwide, which before would have been impossible.
Dragonstone: Kingdoms
Ember Entertainment
iOS, Android
April 2016 to Nov 2017
Discovered and executed CPU and memory optimization opportunities in client code, including a new custom Lua memory profiler and content tools that shaved over 40% of overall memory usage and cut load times in half.
Designed and implemented NoSQL-based systems capable of unlimited horizontal scaling in a live environment.
Created an automatic server-based hot-reload system for Lua to enable teammates to iterate more quickly.
"Full stack" engineer for many gameplay UIs and systems.
Mentored junior engineers, increasing their independence and spreading knowledge of in-house systems.
Scribblenauts: Fighting Words
5th Cell Media
iOS
June 2015 to March 2016
Led engineering development from inception through closed beta with excellent KPIs, resulting in an external evaluation projection of $30 million gross revenue over 1 year.
Co-designed and integrated data analytics and A/B testing solutions in collaboration with publisher requirements to discover, analyze, and resolve user experience problems and increase retention and revenue.
Implemented many crucial game features including core loop battle system, UI prototypes, and data pipelines.
Collaborated closely with designers on tutorial, iterating quickly on publisher feedback for greenlight milestones.
Mentored remote engineer new to the project, providing feedback and building their connection with the team.
Scribblenauts Unlimited
5TH Cell Media
iOS
Oct 2015 to Nov 2015
Gathered publisher requirements, achieving milestones for data analytics, ads, and in-app messaging.
Onyx Engine
5TH Cell Media
PC, XboxOne, iOS
July 2013 to June 2015
Integrated Scaleform's full technology stack including custom renderer, ActionScript interop, and input on multiple platforms to meet milestone requirements, gameplay programmer needs, and UX design aspirations.
Invented a custom localization solution that integrated tightly with inhouse tools, streamlining designer workflows while reducing localization costs.
Scribblenauts Unmasked
5TH Cell Media
Nintendo WiiU, 3DS, PC
Sept 2012 to July 2013
Added and polished features on engine and gameplay systems, optimizing the game on 3DS to run at 30 FPS.
Owned and improved designer tool workflows. Fixed an “impossible” tools bug that cost countless man-hours.
Scribblenauts Unlimited
5TH Cell Media
Nintendo WiiU, 3DS, PC
April 2012 to Sept 2012
Implemented features, fixed bugs, and improved stability for a critical E3 demo a month after joining the team.
Closely collaborated with artists to realize their UI vision throughout the game on multiple platforms.
Run Roo Run!
5TH Cell Media
iOS
March 2012 to May 2012
Single-handledly shipped the universal version of the game, adding iCloud save and other bugfixes.
Canceled Mobile Title
5TH Cell Media
iOS
March 2011 to Mar 2012
Implemented gameplay features and designer-oriented editing tools that tightly integrated with Unity.
Drawn to Life: Collection
5TH Cell Media
Nintendo DS
June 2010 to Aug 2010
Independently brought the entire project from inception to ship within two months.
Valencia
Yorba Foundation
Linux
June 2009 to Aug 2009
Supported and added major features, polished UX, and met inhouse needs for a Vala IDE plugin for Gedit.