Key Skills
Languages
  • C/C++
  • C#
  • Python
  • HLSL
  • GLSL
APIs/SDKs
  • DirectX
  • Vulkan
  • OpenGL
Engines and Tools
  • Unreal Engine
  • Unity
  • PIX
  • Microsoft Visual Studio
  • Git
  • Autodesk 3ds Max
Platforms(s)
  • PC
  • Xbox One/360
  • Oculus Rift/Vive
  • Android
Some Specifics
  • Graphics Programming
  • Engine Programming
  • User Interfaces
  • Artificial Intelligence
  • Multithreading
  • Rapid Prototyping
About Me
        For the past several years, I developed a diverse set of games and experiences in various genres. I built them with a variety of tools and languages, and released them on several platforms. I acquired a broad set of skills in game development and have developed a strong background in the mathematics and science behind creating and releasing commercial projects.

        My path toward professional game development started in 2011 with the Xbox 360’s independent games program. I worked on a handful of projects for the platform, each improving my abilities with console development. They also instilled experience in creating games with C# and Microsoft’s XNA Game Studio. One of the main projects I released on the platform was "To Nebula’s End." A twin-stick shooter, complete with unlocks and a high score table. The project provided a great learning experience for making and releasing games to the world.

        From 2012-2016 I spent most of my time developing projects for PC and mobile devices. I released a few titles on mobile platforms during this period. Some were developed with Java and the Android SDK, and others with Unity. One of these projects was Starlit Voyage. An infinite runner (or flier) where you guide a spaceship towards resources and away from obstacles and enemies. For PC, I primarily developed projects with proprietary engines and Unity. I used C# for Unity and C++ for most other endeavors. These projects taught me a substantial amount of game programming and design. I also became highly proficient with a variety of content creation tools that are standard throughout the industry. One of the projects I released on PC was Intergalactic Network Engineer. An operating system simulator where you hack into ships across the universe to find and destroy any spies onboard. This project allowed me to improve my interface programming and design abilities extensively.

        From 2016-2018 I focused on developing projects for VR. I worked on several projects in the space throughout that time. They ranged from immersive twin-stick shooters to first-person action games, all the way through to more passive narrative experiences. I used proprietary engines as well as Unity to develop them. They were primarily for high-end virtual reality devices, namely the Oculus Rift and the HTC Vive. One of the projects I created during this time was Lost Hall. This project used VR motion controllers and found novel ways to move the player without giving them motion sickness. Its development taught me what it takes to make good virtual reality projects that provide the player with an enjoyable experience while preventing any of the negative effects that can be had in VR, along with the requirements to release them commercially.

        From 2018-2020 I researched modern artificial intelligence and explored its uses in the game development workflow and for gameplay features. My time was spent primarily in an R&D mode where I researched a wide range of topics and later began to narrow my focus on promising areas throughout the field. I studied deep learning, reinforcement learning, and evolutionary algorithms extensively during this time. I always had a passion for improving the realism of the dynamics of virtual worlds. The way the environment changes with time and how AI agents navigate their surroundings and react to stimuli. That led me to focus on developing online agents that learned to interact with the player in real-time. I worked on a graphics engine that provided simulation and training data for various AI architectures. The fact that these architectures were fully integrated within the graphics engine allowed for performant online learning.

        From 2020 onward, I’ve been back to making games and engines (rather than researching new technologies for them). I’m currently looking to join a team passionate about creating great experiences for players and users, and who’s raising the bar on what’s possible from a technological standpoint. There’s plenty more to discuss about my background in game programming, as well as in tools and general software development, but I think this gives a good overview of my experience. If you want to know anything else about me, feel free to reach out at [email protected]. Thanks for reading, and I look forward to any future contact with you!