Check out my resume below! You may also be interested in a PDF version, or my LinkedIn profile.

Work Experience

  • Hidden Variable Studios (Los Angeles, CA)
    Lead Engineer, Jan 2015 - Present

    • Led a team of four engineers in the development of several game projects
    • Led technical development of primary game project, while providing guidance and assistance on others
    • Guiding the development of technical coding, quality assurance, and documentation standards

    Senior Engineer, May 2013 - Dec 2014

    • Assisted in rapidly prototyping several new game ideas
    • Architected a shared “foundation” library to be used between all projects
    • Developed a continuous integration pipeline, allowing us to easily version, compile, and deploy games for testing

    Engineer, Feb 2011 - Apr 2013

    • Laid the foundation for the studio’s first game, targeting simultaneous iOS and Android releases
    • Rapidly prototyped, debugged, and polished gameplay features
    • Developed internal editor tools to expedite development and improve pipelines and workflow
  • USC School of Cinematic Arts (Los Angeles, CA)
    Unity Lab Instructor, Sep 2010 - Dec 2010

    • Taught two lab sessions per week for a graduate-level course composed of twenty students
    • Instructed design students in the use of the Unity game engine and development of programming skills

Projects

View my portfolio for more info.

  • Skullgirls Mobile, Lead Engineer, 2016 (Unity)
    A free-to-play mobile fighting game for iOS and Android

    • Guided game architecture and technical development with a small team of engineers
    • Ported a novel 2D rendering pipeline, optimizing it for mobile in the process
    • Developed backend and online features using Java, MongoDB, Docker, and AWS platform
  • Threes, Senior Engineer, 2014 (Unity)
    A 2D puzzle game where you match numbered tiles to achieve the highest score

    • Ported iOS version of the game to Android, Amazon, and Xbox One platforms
    • Provided optimization and feature support, such as improving load times and developing a localization system
  • Tic Tactics, Senior Engineer, 2013 (Unity)
    A turn-based game of advanced Tic-Tac-Toe against an opponent over the internet

    • Architected the network backend that enables multiplayer functionality
    • Built a game state framework to ease the development and animation of client-side screen flows
  • Bag It!, Engineer, 2011 (Unity)
    A mobile puzzle game where you attempt to bag groceries without smashing them

    • Worked closely with a designer and artist to implement all gameplay systems
    • Provided ongoing development of new game features and technical support after launch
  • Paradox Shift, Lead Engineer, 2011 (Unreal Engine 3) A 3D action/puzzle game that uses time travel as a central gameplay mechanic

    • Led a team of eight engineers in the design and development of gameplay systems
    • Collaborated with a team of 32 designers, programmers, and artists to bring the game to life

Education

  • University of Southern California (Los Angeles, CA)
    Bachelor of Science, Computer Science (Games), May 2011
    Cumulative GPA 3.81, Major GPA 3.93

Skills

  • Languages: C#, C++, Java, Javascript
  • Game Engines: Unity, Unreal 4, Unreal 3
  • Other: iOS, Android, Xbox One, Visual Studio, Xcode, IntelliJ, AWS, Jenkins, Maya

Honors and Awards

  • 2012, Indie Game Challenge Finalist (for Paradox Shift)
  • 2010-2011, Microsoft Scholorship Recipient
  • 2007-2011, Viterbi School of Engineering Dean’s List