Senior Software Engineer
As a video game engineer based in Chicago, IL, I am passionate about working with a small team of talented individuals to conceive and develop fun games.
In my ideal role, I thrive in a collaborative environment where I can contribute to unique systems and games, share ownership in creative decisions, and pursue self-motivated ideas.
I value a culture of creative collaboration, opportunities for professional development, and a sustainable work environment. I am excited to be part of a team that creates innovative games and brings joy to players worldwide.
Resumé
Summary
Highly skilled and creative game developer with a decade of experience, specializing in Unity engine and C# programming. Creatively solves complex technical challenges while focusing on efficient pipelines and high-quality game development. Strong multidisciplinary communication skills and ability to work both independently and collaboratively. Experience in shipping multiple titles for various platforms and supporting titles through live service.
Skills
- Game Development: Unity3D, C#, UI/UX, gameplay, tools development, RESTful client/server communication.
- Build Systems: CI/CD pipelines, Jenkins, Groovy, Shell scripting, Git, Subversion, Perforce.
- Platforms: iOS, Android, Mac, Windows, Steam, WebGL.
Experience
Kongregate, Inc. (Synapse Games, Inc prior to October 2018 acquisition)
Senior Client Engineer, March 2014 - present
- Developed a front-end app for multiple games in collaboration with a cross-functional team.
- Implemented various gameplay features, UI/UX, and server communication.
- Architected and authored combat systems, UI, AI, skill system, and visual effects for multiple titles, enhancing gameplay experience.
- Implemented and managed CI/CD build pipelines, ensuring smooth development and release processes.
- Modularized core systems into game-independent packages, improving code reusability and maintainability.
- Created tools and guidelines for asset pipeline, establishing reliability in the content pipeline process.
- Estimated and prioritized tasking in agile project cycles.
Unannounced Project
- Designed and authored the client end combat system, contributing to the development of game play elements.
- Modularized core systems from previous titles into game independent packages, improving code reusability and maintainability.
- Developed tools and guidelines for asset pipeline, establishing reliability in the content pipeline process
TMNT: Mutant Madness (2020) trailer→
- Architected and authored the combat system, including UI, AI, skill system, and visual effects.
- Implemented several features such as the client storefront, tower climb mode, and survival mode, enhancing gameplay experience.
- Iterated on systems to modify UI, enhance performance, and debug gameplay issues.
- Improved and managed Jenkins build pipeline, removing manual steps in the release processes.
Rift Heroes (2018) trailer→
- Prototyped and championed several combat systems, contributing to the final design of the fully featured combat system.
- Further developed the final chosen design into a fully featured combat system.
- Created and managed build pipeline and CI/CD tools via Jenkins, facilitating efficient development and deployment workflows.
Spellstone (2015) trailer→
- Improved the UI/UX from previous titles by introducing fluid and natural touch screen controls, enhancing user experience.
- Updated features and UI from previous titles to match a new fantasy style, improving visual aesthetics.
- Rebuilt outdated systems with reusable components, increasing stability and maintainability.
- Implemented the studio’s only live PvP mode, allowing players to engage in real-time player versus player battles.
Other Titles
Eight Bit Studios
Contract Programmer, June 2013 - October 2013
Developed code for UI and gameplay elements of the mobile game Box-O-Zombies
Young Horses
Artist Intern, March 2013 - June 2013
Created environment and prop art assets within the stylized 50’s modernist world of Octodad: Dadliest Catch.
Beckman Institute at University of Illinois
Visualization Specialist, June 2009 - August 2011
Created scientifically accurate visualizations of anatomical organs of the inner mouth, throat, and head through scripting and art. Concepts were based in scientific research of the muscle movements of the soft palate during speech.
Education
DePaul University
B.S. Computer Game Development
Class of 2013