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