Empathetic, intrinsically motivated generalist. Building performant, scalable systems across teams and disciplines.
Professional Experience
Multiplayer Open World RPG
Believer Entertainment
PC, iOS
August 2023 to Present
Developed technical interview process for systems engineers and made key hires. Cross-team systems eng meeting, driving quality, performance, scaling, and identifying problems with systems, process, and workflow.
Led development on a Mass-based NPC spawn/despawn system featuring multi-agent patrols with editor and runtime tooling and visualization. Character cap and intelligent despawn to control perf without loss of NPCs.
Created and drove Unreal upgrade process, coordinating stakeholders across the studio to ensure minimal disruption. "Smoothest engine upgrade I've seen in my career" - Principal Tech Artist Matt Canei.
Created optimization plan highlighting effort-to-reward. Implemented character and replication optimizations, bringing single-threaded server frametime down from 54.97ms avg (141ms max) to 21.83ms avg (62ms max).
Championed and drove debug menu adoption across the studio. Integrated and modified Imgui to work seamlessly in a client-server environment.
Custom OSS git source control solution for Unreal. UGS parity with game/engine syncing for content creators. Rust-based external tooling. OFPA name translation. Optimizations for Unreal plugin bringing ops from 20s to 0.5s, and batched locking 1000x faster in DynamoDB (1500s to 1.5s).
From-scratch OSS code testing framework, with Slate UI test runner. Code tests have native coroutine support. Unit, "world", and client-server tests for guaranteeing replicated behavior.
OpenTelemetry library integration and OSS plugin featuring spans, metrics, and events. Built-in editor, map, and PIE load timing observability.
Mentored interns, junior, and senior engineers. No gameplay or systems experience to effective Unreal C++ developers in ~6 months. Code reviews, “mob” programming, and quick feedback loops to accelerate learning.
Canceled PvEvP FPS
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 out-of-process PIE startup times from 30+ mins to ~1 min.
Wrote custom tooling and debug systems to support content creators' specific needs around animation, world building, audio (Wwise), and gameplay systems. Extended existing Unreal systems with new UI and hotkeys.
Owned the full stack of NPC AI, locomotion, and animation systems, implementing behavior tree-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, tools, and CI to prerelease Xbox Series X hardware, OS, and SDK. Worked closely with the platform team providing kernel and SDK feedback, testing, and bug reports. Managed rollout to 500+ people.
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 quick iteration on mobile devices.
Full stack engineer for gameplay. UI/UX, gameplay logic, node.js backend, redis and rethinkdb storage.
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.
Open Source Experience
Orca
Windows, MacOS
Aug 2023 to Present
Major contributor to the Orca project, a development platform and runtime environment for cross-platform, sandboxed graphical applications.
Implemented a full C standard library implmentation in terms of Orca APIs to provide a familiar programming environment for C programmers.
Provided a complete set of idomatic API bindings to the Zig programming langugage.
Replaced raw calls to wasm3 with a custom wasm layer that allows for easy compile-time switching between wasm backends.
Platform layer work fixing bugs and bringing Windows to parity with MacOS.
Bytebox
Windows, MacOS
Oct 2021 to Present
Primary author and maintainer of Bytebox, a from-scratch WebAssembly interpreter written in Zig, capable of running in standalone mode or embedded as a library.
Fully compliant with the WASM 2.0 spec.
Implemented WASI Preview 1 support, an extension that allows WebAssembly programs to interact with objects outside it's sandbox via IO.
Debugging interface supports single-stepping, and tracing per-function or per-instruction.