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ABOUT ME

I am a Senior Gameplay Engineer with 12+ years of professional experience in gameplay programming, tool building, prototyping, mentoring junior developers, and supporting live service AAA PVP shooters and independent multiplayer titles. I am an adept technical decision-maker with a wide range of experience spanning multiple languages, architectures, and engines.

I've worked at ProbablyMonsters for the past year on an unannounced PC and Console title developed in Unreal Engine 5.

Previously, I worked at Blizzard Entertainment for 2 years, first on an unannounced title, second on Overwatch 2. In the nine years prior, I shipped 9 mobile titles on iOS and Android that reached 50M+ downloads from players all over the world. I have over a decade worth of experience in Unity; expertise in C++, C#, HLSL, and Cg; and over a year of experience in Unreal.

My lifelong passion has been to create games that captivate and engage players, recreating the same feeling of awe that I felt when I first picked up a controller at age 9.

I am based in Orange County, CA, where I live with my corgis Evie and Obi.


ProbablyMonsters

 

unannounced title

My Role: Senior Advanced Gameplay Engineer

Tools: Unreal Engine 5, C++

Studio: ProbablyMonsters

Platforms: PC, Playstation, Xbox

Time on Project: 1+ years

Team Size: 19

Blizzard Entertainment

 

overwatch 2

My Role: Senior Gameplay Engineer

Tools: Proprietary C++ Engine

Studio: Blizzard Entertainment

Platforms: PC, Playstation, Xbox, Switch

Reception: Over 35 million users within the first 3 months of release

Time on Project: 1+ years

Team Size: 200+

unannounced title

My Role: Senior Gameplay Engineer

Tools: Proprietary C# client/server integrated with Unity

Studio: Blizzard Entertainment

Platforms: iOS and Android

Time on Project: 11 months

Game resort

 

STUPID ZOMBIES EXTERMINATOR

Breakdown of Development Process Available Here

My Role: Primary programmer; developed core concept and design, using Unity’s ECS architecture; and liaised with publisher to implement features on deadline.

Tools: Unity’s ECS architecture and Universal Rendering Pipeline

Studio: GameResort

Platforms: iOS and Android

Reception: 4.5 stars on App Store and 4.3 stars on Google Play Store (title currently in soft launch)

Development Time: 14 months

Team Size: 4

TANK PARTY

Breakdown of Development Process Available Here

My Role: Primary programmer, developed core concept and design, implemented custom server/client architecture, designed/set up in- game economy, and integrated PlayFab for user progression data and analytics.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 400,000+ downloads worldwide, 4.5 stars on App Store

Development Time: 2 years

Team Size: 6

ADVENTURE BEAKS

Breakdown of Development Process Available Here

My Role: Primary programmer, developed core concept and design, managed UI setup and animation, implemented Facebook and cloud save integration, and developed game look through custom shaders.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 1M+ downloads, honorable mention for 2014 iOS App Store Game of the Year, praised as “A charming runner that will warm your heart” by TouchArcade

Development Time: 1 year

Team Size: 7

STUPID ZOMBIES 3

Breakdown of Development Process Available Here

My Role: Primary programmer, evolved core Stupid Zombies gameplay to better monetize with IAP, implemented Facebook and cloud save integration, and developed game look through custom shaders.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 25M+ downloads worldwide, 4.8 stars on App Store and 4.5 stars on Google Play

Development Time: 9 months

Team Size: 6

Doom-Style Level Editor

Breakdown of Development Process Available Here

My Role: Primary programmer, core gameplay concept and design prototyping

Tools: Unity

Studio: N/A - Personal Project

Platforms: PC

Development Time: 1 year side project

Team Size: 2

TOTES TUBULAR

Breakdown of Development Process Available Here

My Role: Primary programmer, core gameplay concept and design prototyping

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Development Time: 3 months

Team Size: 2

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STUPID ZOMBIES 2

My Role: Primary programmer; collaborated with team on theming and gameplay constructs.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 25M+ downloads worldwide, 4.7 Stars App Store and 4.1 Stars Google Play

Development Time: 6 Months

Team Size: 7

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ALABAMA BONES

My Role: Primary programmer.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 10K+ downloads worldwide

Development Time: 3-Months

Team Size: 6

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PROBE THE HUMANS

My Role: Primary gameplay programmer; collaborated with team on overall gameplay design.

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Reception: 1M+ downloads worldwide

Development Time: 6 months

Team Size: 7

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COLOR POOL 3D

My Role: Primary programmer

Tools: Unity

Studio: GameResort

Platforms: iOS and Android

Development Time: 3 months

Team Size: 4