I've started an online Math playground to visualize basic math concepts.

Industrial Toys (EA)

Worked on Battlefield:Mobile. Started on animation, networked movement, and performance. Helped with audio system engineering, and network profiling / optimization. Grew by need into a full-stack dev where I wrote server microservices in Java (Spring Boot based) and developed the associated client side subsystems and interfaces, including first pass UI. Worked closely with designers, animators and other content creators implementing, iterating and supporting various features surrounding combat gameplay. Grew from I.C. into a tech-lead for live services pod where we ran live in soft-launch for several months before studio closure from cuts. Worked closely with production staff for milestone and sprint planning, wrote many tech-briefs and high level plans and guided several other engineers during our time on the project. Managed 3 direct reports. Led a pod of 6 engineers.

Zwift

Worked on Zwift, a fitness MMO. Helped implement many core gameplay features and play modes. Integrated WWise audio system. Implemented and maintained audio events and hooks in the game. Helped set up basic automation components for things like asset conversion and continuous integration builds. Implemented data driven UI and animation system to transition from legacy hard-coded UI systems along with a WYSIWYG/DOM editor as well as a rudimentary scripting system. Implemented many of the more complicated UIs. Worked closely with the design team to spec and iterate on gameplay elements. Worked closely with server teams to resolve optimization issues and plan features.

Playdek

Worked for several years on many different games. Made several large scale upgrades to the company game engine mostly related to rendering and animation. Ported the company's iOS game engine to Android and PS Vita and helped with the port to PC. Helped port game engine core to Unity as a native plugin and helped with initial stages of development for internal IP Unsung Story. Helped on X360 port of Vessel under contract work, mainly on optimization.

THQ San Diego

Created a flexible template based UI control foundation in ActionScript. Implemented and adapted several mini-games including UI and gameplay mechanics. Implemented interactions between engine and in-game HUD as well as maintained legacy UI rendering and UI animation code. Implemented flexible localization pipeline that aided in translation and change-tracking throughout the project's text assets. Saw project title WWE: Allstars through to completion.

Incinerator Studios (THQ)

Worked on Cars:Race-O-Rama in 2008. Created a race path optimizer utilizing a genetic algorithm. Created a vehicle auto-tuning PID steering controller. Integrated Lua into an existing engine on X360, PS2, PS3 and Wii with remote debugging features and a custom memory manager. Implemented a UI system exported from Adobe Flash, scripted with Lua. Saw project title Cars: Race-o-Rama through to completion.