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ABOUT ME

I am a Senior Gameplay Engineer with 11+ 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 Blizzard Entertainment for the past 2 years, first on an unannounced title, second on Overwatch 2. In the previous nine years, I shipped 9 mobile titles on iOS and Android that have reached 50M+ downloads from players all over the world. I have nearly a decade worth of experience in Unity; expertise in C++, C#, HLSL, and Cg; and basic knowledge of 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.


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