![Me A photo of me.](/static/profile.jpeg)
I am a Senior Gameplay Systems Programmer.
I have over a decade of experience with C++ and a variety of in-house and publicly available game engines. I have shipped products for console and PC, and have worked for several years on live service games.
I consider myself a generalist through and through; a tested and proven jack-of-all-trades.
I have a wide range of skills.
- Architect complex Gameplay, UI, and Online features
- Mentorship for mid- and junior-level developers
- Time-saving Debug Tools
- First Party Requirements implementation, investigation, and fixes
- Procedural Content Generation (Houdini and from-scratch runtime)
- Familiar with Unreal Engine, Unity, Snowdrop, Anvil-Scimitar, and many more...
- Porting to MacOS, Linux, PC, consoles, and handhelds
- Build pipelines and management
- Asset pipelines and import tools
- On-site and remote client support
Just to name a few...
My work philosophy
In my combined 10 years at Ubisoft I have had the opportunity to work alongside co-development studios around the world on-site, hybrid, and fully remote.
I am a strong communicator regardless of the organizational structure.
My background in client support is at the core of my working philosophy and I often find myself bridging the gaps between systems and teams. I pride myself on my reputation for being a pillar for my colleagues, as well as a pragmatic and effective developer of robust gameplay systems.
Over a decade of experience
![Crea-ture Studios Crea-ture Studios logo.](/static/creature_studios_logo.png)
Senior Gameplay Programmer
- Systems development and support on Session: Skate Sim
- Build and maintain Team City build pipelines and store deployment tools.
![Ubisoft Montreal Ubisoft Montreal's studio logo.](/static/Ubisoft_Montreal_Logo.png)
Gameplay Programmer - Gameplay Systems
- Responsible for save-game systems and the auto-save feature.
- Support and development for many gameplay systems (inventory/items, loot, gameplay ingredients, etc.).
- Implement powerful ImGui debug tools for programmers, designers, and QC
- Optimization of high-impact gameplay systems, both client- and server-side.
![Bethesda Game Studios Bethesda Game Studios' logo.](/static/Bethesda_Game_Studios_logo.png)
Generalist Programmer - Systems
- Generalist support on systems team.
- Established determinism for procedurally generated resources for the save system.
- Supported development of runtime procedural systems.
- Maintained the orbital simulation for celestial objects and related debugging tools
- Optimization of visual effects.
![Ubisoft Montreal Ubisoft Montreal's studio logo.](/static/Ubisoft_Montreal_Logo.png)
Generalist Programmer - Tools, UI
- Procedural tools (Houdini) and UI features (in-house UI system) for Rainbow Six: Extraction.
- UI features (Flash, in-house UI system) and supporting online and gameplay features for For Honor.
- PC porting of UI features (Flash), exotic resolution support and keyboard and mouse control support on Rainbow Six: Siege.
![Longtail Studios Longtail Studios' logo.](/static/Longtail_Studios_Logo.png)
Intermediate Programmer (Generalist)
- Liaison for engine support issues for both the programming team and content creators.
- Graphics and engine features; shaders, tool support, gameplay requirements.
- General technical problem solving.
- Engine, graphics and tools work for an unreleased mobile project.
- Authored and maintained systems and tools for future projects.
Interested? Let's talk!
You can find me on any of the social media websites linked below, or through the contact details in my resume.
A PDF copy of my resume is available here .