About

Senior software engineer with 10+ years shipping games across PC, console, and mobile (including Ashes of Creation, Palia, and Life is Strange) at studios ranging from indie to AAA.
Specializes in C++ gameplay systems, multiplayer networking, and cross-platform CI/CD in Unreal Engine, with parallel full-stack web work in Angular, React, and Vue spanning client and agency projects.
SDK and platform experience spans Steamworks, PlayFab, Xbox Live, and Nintendo Switch, with recent work building multi-platform ADO pipelines and managing client libraries for Microsoft game services.
Consistently builds the tooling and infrastructure that lets designers and engineers move faster without breaking things. Owns systems end-to-end, from architecture and implementation to documentation, testing, and live-service maintenance.
Projects
Ashes of Creation
Senior Software Engineer at Intrepid Studios (2024 - 2026) for Ashes of Creation, a node-based MMORPG.
Key contributions:
- Optimized character animation instances with templating and multi-threading
- Created an interfaceable loading screen transition manager subsystem
- Hardened mesh merge components for character creation systems
- Collaborated with VFX artists on replicated gameplay effects
Palia
Game Engineer at Singularity6 (2022 - 2024) for Palia, a cozy community simulation MMO for Switch and PC.
Key contributions:
- Implemented traversal/climbing system based on player feedback
- Optimized performance for low-end hardware including mobile and Nintendo Switch
- Built mass asset editing system using RPCs through UDP and TCP
- Developed matchmaker working cross-team with back-end services using MQTT
- Created multi-threaded asynchronous transition state machine
- Collaborated on in-editor tools and Python automation with designers and tech artists
Life is Strange: Double Exposure
Senior Programmer at Deck Nine Games (2021 - 2022) for Life is Strange: Double Exposure across multiple platforms.
Key contributions:
- Integrated character locomotion while directing required animation for state machines
- Assisted cinematic creation using proprietary in-house tools
- Mentored junior programmers with task delegation and code reviews
People of Note
Lead Gameplay Programmer at Iridium Studios (2020 - 2021) for People of Note on PC and Switch.
Key contributions:
- Architected a modular character customization system supporting runtime mesh, material, and skeletal swapping
- Implemented asynchronous level streaming for seamless world traversal and dynamic content loading
- Built a cinematic engine supporting scripted camera sequences and in-engine cutscenes
- Designed a turn-based combat system with action queuing, initiative ordering, and state-driven encounter flow