Resume
Education:
Masters in Entertainment Technology @ Carnegie Mellon University
Bachelor of Science in Computer Science @ University of Mary Washington
Work Experience:
Senior Software Engineer @ Digimancy Entertainment
Aug 2020 to Present, Remote
- Responsible for estimates and implementation of several large gameplay systems for a Unity-based next-gen rpg.
- Designed and implemented several gameplay systems, including a data-driven procedural character generator, a solar-system editor with orbital mechanics, and an inventory and loot system.
- Architected and implemented a flexible rpg stats system used by the design team.
- Created a suite of editor tools to assist with level design, combat mechanics and ship/character construction.
- Wrote several technical documents detailing the inner workings of above systems.
Interaction Engineer @ Magic Leap
Department: Interaction Lab
Feb 2018 to Apr 2020, Plantation FL
- Developer on MagicKit, a Unity-based suite of mixed-reality developer samples.
- Developer on unannounced Unity-based Mixed Reality project.
- Wrote technical documentation for the Magic Leap developer portal.
- Developed fully playable Mixed Reality game prototypes in Unity on an R&D prototyping team.
Associate Engineer @ Magic Leap
Department: Interaction Lab
Dec 2015 to Feb 2018, Plantation FL
- Developed fully playable Mixed Reality game prototypes in Unity on an R&D prototyping team.
- Worked closely with tech artists to integrate art assets into Unity projects.
- Mixed Reality/mobile(android) cross platform development.
Software Engineer @ Tech Wizards, Inc
Aug 2014 to Aug 2015, King George, VA
- Designed and developed several Unity-based VR training simulations on the Oculus Rift platform for the U.S. Navy.
- Designed, developed, and maintained features and interfaces used in an online course using HTML5, CSS3 and Javascript.
- Designed and developed scripted 3D content and intelligent NPC’s in OpenSimulator.
Projects:
Nov 2019 to Present
- Developer on a mixed-reality, Unity-based experience that explored various ways to port a classic 2D arcade game (Pac-Man) into mixed reality — supported on MagicLeap and iOS platforms.
- Implemented a system that enabled users to interact with world canvas Unity-UI elements using their hands and the controller as input (Magic Leap platform).
- Implemented a placement system that enabled users to build their “level” by snapping/aligning tiles in the user’s environment using the world mesh.
- Implemented game systems needed for a Pac-Man clone (audio manager, actor, visualization, and navigation classes for ghosts & pac-man, game manager, etc.)
Heroes of Hold’em
Nov 2017 to Apr 2018
- Developer on a networked, Unity-based poker game for desktop and mobile.
- Contributed to the implementation of the multiplayer matchmaking system.
- Implemented UI from design wireframes.
- Created tools so that designers could easily generate different types of playing cards.
- Created a tools so that artists could easily generate and test animations in the game.
To be a Shadow
Mar 2015 to Aug 2015
- Developer on a 2D networked, Unity-based stealth game using Photon.
- Implemented system to mask game objects to a player’s ‘cone of vision’.
- Implemented a sound manager that adjusted LOD of audio relative to player’s location.
- Implemented power ups and player buff/debuff systems.
- Implemented UI from design wireframes.
Samsara
Jan 2014 to May 2014
- Developer on a mobile, Unity-based 2D parallax scrolling game.
- Implemented a game checkpoint system to save player’s progress.
- Created a tool to enable artists to add layers to the 2D parallax scrolling environment, which included: the ability to set the desired depth of a layer which affected the speed it scrolled at, the ability to add a color gradient to a specific layer, and dynamically changing the HSV coloring of a layer based upon how far into the level the player was.
- Created a tool to enable audio designers to flag points in the level where a musical shift in emotion should take place.
Speak with Purpose
Aug 2013 to Dec 2013
- Developer on a Unity-based, interactive comedy show driven by voice input.
- Implemented a .NET application to send speech recognition data using Microsoft’s Speech Recognition API to a Unity game client.
- Implemented a system to handle verbal interactions between the player and an NPC comedian, including: interruptions, positive/negative reinforcement, and answering/refusing to answer questions directed at the player.
- Implemented an XML data driven system to specify an NPC comedian’s script and acceptable player responses.