Resume

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Projects

Pentiment

Worked with a small team at Obsidian Entertainment to deliver on the creative vision of Josh Sawyer to make a historical narrative mystery game that would take place in 16th century Bavaria. I was brought on early in the development as the lead programmer for the release of the game. I worked on the project for three years and during my time there was responsible for all things engineering related. Highlights were extensive work on the text/font rendering system that simulated analog ink as well as 2D/3D transitions between the game and the journal. I helped make sure the product supported our target Platforms including Xbox One, Xbox Series, and Steam/WindowsStore. 

MobilityWare Solitaire Products

Worked on helping a team convert their native iOS and Android applications that have millions of active users as seamlessly as possible into a Unity product. This involved redesigning features and functionality to take advantage of the engine as well assisting artists and engineers in transitioning to Unity. Worked on various key systems including asset management, localization, and UI performance and optimization. These systems were successfully integrated into other products in the suite including Solitaire. Helped release the Crown solitaire product from scratch as well as implement new features in the Pyramid product.

Pillars of Eternity & Tyranny

Started one month prior to Eternity’s ship date in an existing large code base. I worked closely with other programmers to get up-to-speed quickly and assist with critical bug fixes prior to release. After Eternity had shipped, I was moved onto Tyranny for 15 months. Tyranny used a large part of the Eternity codebase to make a new game. Both projects had around a 20-person team at their peaks. On Tyranny, I was responsible for their UI management and workflow. I also had a focus on graphics and standalone platform issues.

BattleLore: Command

Helped translate a strategy board game BattleLore: Second Edition into a digital product for mobile devices using the Unity3D engine. I created content with multiple facets of the engine including Mecanim, Shuriken, and the NGUI framework. Working with a team of 5 developers, I primarily focused on the UI/UX, campaign and modifier system. I also helped develop the multiplayer system and solution used in the initial release. Developed primarily for iOS tablets, then converted to phone and other platforms.

Elder Sign: Omens

I was the lead programmer on Elder Sign: Omens an electronic conversion of the tabletop game Elder Sign. I worked on the project from design concepts to final release candidate within an aggressive 6 month timetable. Post release I provided technical support and worked on three expansions. The expansions required refactoring the existing code in order to handle new game effects and design requirements. Released on iOS, Android, Mac App Store, and Steam.

JamParty: Remixed

JamParty was a Windows PC title that allows users to make music by activating and deactivating looping audio tracks and export the result to an MP3. I programmed in C++ in the Gamebryo Lightspeed engine. I worked on input, game logic, and HUD functionality on the engine/C++ side. The team consisted of ten people, including 2D/3D artists, designers, producers, and other programmers.

Skills

  • Over 10 years of experience with the Unity3D engine.
  • Skilled with C# and .NET programming
  • Worked extensively with many systems in the Unity3D engine including Timeline, Unity UI, and Spine animation.
  • Successfully developed software to release for both desktop, console, and mobile platforms.
  • Experience with multiple IDEs including Visual Studio, Rider, and XCode.
  • Completed software development cycles from beginning to end in solo and team environments.
  • Functional understanding of computer graphics and shader programming.

Employment History

Obsidian Entertainment

Senior Game Programmer 2019-Present

MobilityWare

Senior Unity Programmer 2017-2019
Obsidian Entertainment Gameplay Programmer 2015-2017
Fantasy Flight Games Senior App Developer 2011-2014
Zivix LLC Software Engineer

2009-2011

Education

Full Sail Winter Park, FL — Associate Game Design and Development , 2004

Accelerated degree program that covered a variety of different software engineering topics including data structures, C++, Windows programming, 3D programming, and a variety of team and solo projects.