Veteran game developer with extensive programming, management, production, and publishing experience. Entrepreneurial, co-founded a studio 13 years ago after years of growing in the industry from junior developer to lead programmer to technical director.
Chief executive responsible for daily operations. Managed teams of up to 13, including remote. Developed and self published games and content in PlayStation Home. Secured and delivered a number of WFH projects for Sony. Developed and published a PS4 native version of our successful metaverse-style city-building game. Also developed a game for iOS/Android.
Helped to architect and direct development of backend services for Web3 metaverse of games using NFTs. Worked on various areas of client engineering for the PvP game, including multiplayer, matchmaking, unit AI, gameplay, and UI/UX.
Evaluated and prototyped networking solutions for Infinite Fleet MMO, including Photon Quantum and Fusion, Unity NetCode, Mirror, MLAPI. Contributed to various other areas of engineering.
Developed games for platforms including GBA, NDS, Wii, and N-Gage. Was Lead Programmer on a few. As Technical Director, I took charge of architecting and directing development on a new set of development tools.
Lead Programmer on Call of Duty for mobile. Ensured that this version was very similar to the PC experience: full 3D, scripted single-player missions, and multiplayer deathmatches over Bluetooth.
Online multiplayer programmer for Turok Evolution. Helped with special effects in Vexx, and online multiplayer features for All-Star Baseball.
Developed the mission scripting system for an RTS style game called Conquest: Frontier Wars.
Third programmer hired on Ultima Online. Worked on various Gameplay and UI features, and a bit on the Engine and Servers. Very proud of this project, I injected many great ideas into the game.
Unity 3D
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