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
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
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
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
COLOR POOL 3D
My Role: Primary programmer
Tools: Unity
Studio: GameResort
Platforms: iOS and Android
Development Time: 3 months
Team Size: 4