Passionate software engineer who started coding at 14 with an interest in software reverse engineering. Varying levels of experience in Flutter, Golang, C#, C++, Lua, PHP, Java, JavaScript, Python, and HTML/CSS as well as popular game engines such as Unreal and Unity. Specialized skills using NSA Ghidra and other reverse engineering tools with the intent of understanding execution flow and subsequent injection of code modules for various purposes. Seeking an exciting position as a software engineer in a forward thinking company.
My primary engagement at Acme Software is as a software engineer working on an iOS and Android app using the Flutter framework and other projects and packages.
A 3D third person online RPG prototype consisting of two code-bases; a client and a server. The player can fight enemies, cast spells, and power up their character. Includes custom networking solution using a modified version of the Riptide (riptide.tomweiland.net) library. Written for personal growth, specifically to learn more about socket-based networking and game development. Demo video can be found here: https://www.youtube.com/watch?v=gDkQ8j9k1_w
Tools used: Visual Studio Code, Unity3D, third-party art assets. Written in C# with Unity3D.
Toyota Financial Services
As as Software Engineer II at Photon Infotech (www.photon.com) my primary engagement has been as an engineer on a Toyota Financial Services mobile app.
As part of Acme Software I was a consultant developing a Flutter based mobile app for a company named Altro. This app (Altro - Build Credit) was subsequently developed for both the iOS and Android platforms and released to the iOS app store in March of 2022 . In this role I was part of a small engineering team building this app from the ground up. I engaged frequently with the customer's engineering teams to both guide their adoption of the platform as well as developing various aspects of the platform itself.
Starting in February of 2021, I became a contributor to an open-source server emulator for a popular MMORPG. The project aims to emulate the server architecture for a version of the game that is no longer playable. This involves capturing, sending, and receiving game packets, handling player and non-player character functionality, as well as populating, managing, and interacting with via Python a database containing all of the server-side game content. I have worked on implementing core game features as well as fixing bugs or issues to make for a smoother gameplay experience.
Tools used: Visual Studio Code, PyCharm, HeidiSQL, Git, SourceTree, Github, MariaDB, Custom database/SQL tool written in C#. Server software written in Python.
An injectable module for the open-source first-person shooter game AssaultCube that automatically aims and shoots for the player, increases player movement speed, and other features designed to gain an advantage in the game. Not used in live game sessions and written purely for personal educational benefit.
Tools used: Ghidra, CheatEngine, ReClass, Visual Studio 2019, SourceTree, Git, GitHub. Components written in C++.
Program designed to allow the user to play multiple characters on an online MMORPG simultaneously. Through listening to all keyboard input in realtime, the program provides for key broadcasting across multiple game windows so that the player is able to operate multiple characters live in game to increase skill-up speed.
Tools used: Visual Studio 2017, SourceTree, Git, Github. Written in C#.