Tools, Platforms, and Languages

Experience with Unreal Engine 4, Unity, Flash, and custom engines. Experience on desktop, mobile, and console. Experience with C++, C#, JavaScript, ActionScript, Lua, and all current shader languages. Always eager to learn new toolsets.

Expertise and Skills

Shipped games with significant work on rendering, UI, networking, tools, and optimization. Expert at tackling and untangling existing codebases regardless of complexity. Expert at building new systems cleanly, allowing ease of future expansion and a pain-free post-release experience.

Availability

Capable of handling solo engineering on a project with artists and designers. Capable of doing targeted development to change or build specific parts of a game. Capable of general bugfix, maintenance, and pre-release work, short-term or long-term.

Major Projects

This is a sample of major projects I've worked on. As expected in the game industry, not everything I've done is public. If you have a specific project in mind, contact me for applicable references.

Rift

C++, DirectX9, HLSL, ActionScript on Scaleform/Flash, custom engine, desktop. Major work on UI elements and bugfixing for first public release. Developed addon system from scratch, writing all public documentation. Major revamp on rendering system resulting in extensive multicore use and 100%+ improvement in framerate.

Crimson Keep

C#, Unity, Cg, desktop. Sole programmer on small independent team. Built ability system and AI framework from scratch, including multiple fundamental game design changes. Significant work ensuring that designer-focused tools are usable and intuitive.

Everquest: Champions of Norrath

C++, Snowblind Engine, PlayStation 2. Implemented custom texture compression system, plus a distributed computing network to compress a full game's worth of textures quickly for fast designer turnaround. Worked closely with designers to create a random level generation system

Short-form experimental games

C++, Lua, GLSL, custom engine. Implemented 16 games over the course of a year and a half, one per month with at most a week per game, in spare time while working on other projects. Focused on game design and development efficiency, with some incidental improvement in my still-terrible art skills.