Résumé

Education

Carnegie Mellon University, Pittsburgh, PA
Master of Entertainment Technology, May 2014

University of Mary Washington, Fredericksburg, VA
Bachelor of Science in Computer Science, May 2012
– Cum Laude, Departmental Honors

Skills

– C#,  Unity3D, Javascript, HTML5, CSS3, C++

Work Experience

Magic Leap Dania Beach, FL
Associate Engineer Dec 2015 – Present

Tech Wizards, Inc King George, VA
Software Engineer/Multimedia Developer Aug 2014 – Aug 2015

  • – Design and develop a VR experience in Unity3D using the Oculus Rift DK2 that simulates being on a Navy vessel for training in spotting threats and identifying objects in the sea and air.
  • – Design, develop, and maintain features and interfaces used in a distance learning course using HTML5, CSS3 and Javascript.
  • – Design and develop a training simulation in Unity3D that walks sailors through proper steps and procedures that must be taken to adhere to 3M (Maintenance and Material Management).
  • – Design and develop scripted 3D content and intelligent NPC’s in OpenSimulator.
Projects

To be a Shadow
Unity3D Developer Mar 2015 – Aug 2015

  • – Develop a networked multiplayer game using Photon.
  • – Built system to mask certain game objects to a mesh to create a “cone of vision” relative to each player.
  • – Built centralized sound manager to handle all audio assets in the project, system included: dynamic changing of volume/panning of an SFX relative to the player location.
  • – Implemented power ups and player buff/debuff systems.
  • – Implemented game UI.
  • – Imported and synced assets into the Unity Project (textures, models, animations, audio).

 

Samsara
Unity3D Developer Jan 2014 – May 2014

  • – Built a game checkpoint system to save player’s progress.
  • – Implemented game UI.
  • – Built a tool that enabled artists to add layers to the 2D parallax scrolling environment, the tool included: the ability to set desired depth of a layer which affected the speed it scrolled at, the ability to add a color gradient to a specific layer, and the HSV coloring of a layer dynamically changed depending upon how far into the level the player was.
  • – Built centralized sound manager to handle all audio assets in the project, the system included: dynamically played SFX based upon collision data, and allowed the audio designer to set points in the level where a musical shift in emotion should take place.

 

Speak with Purpose
Unity3D Developer Aug 2014 – Dec 2014

  • – Built a .NET application to send speech recognition data using Microsoft’s Speech Recognition API to a Unity Game Client.
  • – Built a system to handle verbal interactions between the player and an NPC, including: interruptions, positive reinforcement, negative reinforcement, and answering/refusing to answer questions directed at the player.
  •  – Built a system to specify the NPC Comedian’s script along with accepted player responses by through modification of an XML file.

 

Webz of War
Unity3D Developer Jan 2013 – May 2013

  • – Implement UI that changed dynamically based on player heart rate, and positional data via Kinect/Wii Fit board.
  • – Implement gesture recognition for squatting using Microsoft Kinect.
  • – Helped write enemy AI scripts.

 

Building Virtual Worlds
Unity3D Developer Aug 2012 – Dec 2012

  • – Develop games on 1-4 week development cycles using a variety of tech, including: Eyegaze, Microsoft Kinect, Playstation Move, and the Makey Makey
  • – Built centralized sound manager to handle all audio assets in the project.
  • – Imported and synced assets into the Unity Project (textures, models, animations, audio).

 

Super Llama
Game Programmer 2012

  • – Develop game using Allegro graphics library in C++.
  • – Built system to play animations based upon sprite sheets.
  • – Built logic for the final boss’ rocket missile attack.
  • – Scripted death animations and SFX for zombies.
  • – Helped build in game physics engine, which included: gravity, friction, and velocity.

 

Alien Invasion
Game Programmer 2012

    • – Develop game using Allegro graphics library in C++.
    • – Built system to play animations based upon sprite sheets.
    • – Built enemy AI, animations, blood pooling effects, and collision systems.
    • – Built game logic and graphic update loops.
    • – Built weapon system which supported a variety of weapons: flamethrower, homing missiles, and thrown projectiles.

– Built enemy spawn system that changed dynamically based upon level.

– Created artwork using Photoshop and imported it into the project.

 

Rise of Pharaoh
iOS Developer 2012

    • – Develop educational iOS game using Xcode and Interface Builder.
    • – Built system to add/modify educational content within the App via a configuration file.
    • – Built game logic and graphic update loops.
    • – Built the UI and implemented sound manager.
    • – Created artwork using Photoshop and imported it into the project.

– Publish the game on the App Store.

 

Space Spell
iOS Developer 2011

    • – Develop educational iOS game using Xcode and Interface Builder.
    • – Built system to read words in from a file that could be modified, scramble them, and display them as buttons for the user to unscramble.
    • – Built game logic and graphic update loops.
    • – Built the UI and implemented sound manager.
    • – Created artwork using Photoshop and imported it into the project.

– Publish the game on the App Store.