
Senior console and engine programmer with over 19 years of experience in developing and launching major titles for platforms including Nintendo Switch, Xbox One X, and PS4. Expertise in C++, C#, and low-level engine systems, with a strong focus on real-time rendering and AI architectures. Successfully shipped New Super Lucky's Tale and contributed to Epic Mickey, while leading engineering efforts on multiple AAA console games. Recent projects in Unreal Engine 5 highlight proficiency in modern rendering technologies.
Wildcard (PC, F2P)
* Lead engineering on a large-scale Unreal Engine 5 project leveraging modern rendering features and complex systems
Unannounced / Internal (Mobile)
* Unity sequencing tools combining features of Timeline with DOTween
Unannounced / Internal (Mobile)
* Led core tech initiatives, including moving authoritative servers from Mono to .NET, and integrating self-profiling
New Super Lucky's Tale (Nintendo Switch)
* Led a team of 4-6 engineers, owning all platform-specific requirements.
* Built automated nightly CPU/GPU performance heatmaps to quickly identify bottlenecks.
* Implemented a new narrative dialogue system with automated content validation across levels.
* Developed a native Unity plugin enabling Nintendo Switch HD Rumble support, integrated into level-editing tools.
Super Lucky's Tale & DLC (Xbox One X launch title, VR, PC)
* Chief implementer of core systems, shipped at native 4K/60 FPS.
* Sole engineer on multiple DLC expansions; maintained CI, branching, and pipelines while supporting VR.
Minimum (PC, F2P)
* Implemented advanced matchmaking, party systems, Steam stats/leaderboards/achievements, and anti-cheat.
* Diagnosed and resolved complex client/server crashes and hangs.
Aliens: Colonial Marines (Xbox 360, PS3, PC)
* Implemented UI framework elements, matchmaking lobbies, splitscreen, weapon systems, and platform services (Steamworks, PSN).
Section 8 / Section 8: Prejudice (Xbox 360, PS3, PC)
* Designed and implemented complete UI/HUD frameworks and pipelines; led engineering on console demos and multi-platform integrations.
Minimum (PC, F2P)
* Online Services: Built scalable online services and tools supporting large concurrent player counts; led teams of 3-6 engineers.
Epic Mickey (Nintendo Wii)
* Implemented a robust GOAP-based AI architecture that streamlined AI/game system interactions.
* Developed core gameplay systems (weapons, sensors, inventory, particle controllers).
* Built and maintained a Hudson-based CI system and data-driven build backend.
* Contributed directly to Nintendo Wii development, collaborating with art/design on abilities, characters, FX, and performance.
F.E.A.R. (PC/Xbox 360/PS3)
* Sole programmer for majority of Extraction Point dev lifecycle
* Shipped multiple F.E.A.R. console/PC titles.
* Designed and implemented major gameplay systems, weapon systems, and multi-platform development environments for PC/Xbox 360/PS3.
* Awarded PC Gamer's Best Expansion Pack for key engineering contributions.
Escape from Diab (PC)
* Built gameplay features and UI for an educational title.