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Experience:
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  • 14+ years programming, 9+ years game dev

  • Lead Gameplay Engineer at iNK Stories

  • 7.5 years at Serenity Forge (Technical Director, Gameplay and Systems Engineer)

  • Technical Director on Homestead Arcana (2.75 years, 20-30 developers)

  • 10+ launched games on PC and/or consoles

    • Homestead Arcana, Lifeless Planet, Neversong, The Alto Collection, The King's Bird, Land of Screens, Four Sided Fantasy, Clay Game, Greendale Game, Figure, Middleway, Kinect Installation

  • 6 years programming in C#, Java and SQL prior to game development

  • BS in Computer Programming from Arcadia University (2010)

 
Specialties:
  • Unity and C#

  • Gameplay, Systems, UI, Tools

  • Working with large code-bases

  • Writing clean, modular and efficient code

  • Learning new technologies quickly

  • Optimization

  • Console, Mobile and VR development

  • Source control (git, perforce, others)

  • Unreal and C++/Blueprints

Professional Game Development Projects

Homestead Arcana
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Role: Technical Director, Systems and UI Engineer
Time: 2.5 years (Q4 2019 to Q3 2022)
Launch: April 2023
Team: Serenity Forge, 20-30 people
Tech: Unity, C#​

Link: https://serenityforge.com/games/homestead-arcana

 
  • UI - animated player resources, pause menu with modular tab system

  • World state - manage changing aspects of the world as the player affects it

  • Prototyping - initial prototyping for most of the gameplay and systems

  • Area loading - dynamically manage active areas to prevent any loading screens

  • Player stats - HUD elements, consumable items, environmental effects

  • Testing tools - live map view, teleporting, item selection

  • Management - led a team of 6 engineers by assigning and reviewing tasks and code. Worked closely with directors from other departments to ensure the needs of Art, Design and Narrative were met

3rd person open world adventure game featuring magic, crafting, and gardening

Unreal Engine 5
Narrative Games
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Role: Gameplay and Systems
Time: 1 year (Q3 2022 to Q3 2023)
Launch: Unannounced
Team: Serenity Forge, ~15 people
Tech: Unreal Engine 5, Blueprints​

  • Worked on 2 different prototypes for 1st person narrative and systems driven games

  • Created a dynamic content system that tracks player actions and delivers different content to the player according to their choices
    • Implemented this system in a random room generator that can infinitely generate and place new rooms for a seamless transition
  • Created interactive puzzles that require use of UI functions and in-game actions
  • Created systems to handle player interactions such as picking up and placing items
  • Created a save system to track and load moveable objects, stats, and the state of the dynamic content system
  • Created a photography system to identify objects in player-taken photos, which uses Blueprints and C++ to serialize the photo data into save-able data
    • Also created 4 different methods for storing and loading photo data to test performance when more heavily relying on cpu, memory or hard drive usage
Mobile Unity Narrative Game
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Role: Lead Engineer

Time: 9 Months (ongoing)

Team: iNK Stories, ~12 people

Tech: Unity 6, C#

Narrative 3D Mobile game. Most of gameplay is UI-based. Initially developed for a major IP, then pivoted to a new in-house IP. Ongoing project, unannounced.

  • Main engineer on gameplay, systems, UI and AI

  • Wrote designer friendly tools to customize scale-able values and easily add or modify content using Scriptable Objects (designers don't need to touch code or modify scenes)

  • Created an automated cutscene tool that read data directly from a Google Sheet and dynamically created a Timeline with character animations, audio, localized subtitles, and scene transitions

  • Created a flexible and re-usable UI back-end
The King's Bird
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Role: Tools and UI Engineer

Time: 1 year

Launch: August 2018

Team: Serenity Forge, ~10 people

Link

A physics-based 2D precision platformer with a unique gliding mechanic and art style.

  • Oversaw transition from Game Maker to Unity

  • Main programmer for level editing tools:

    • Drawing tools that dynamically create polygon mesh

    • Custom editor window to manage art layers (depth, color, hierarchy placement)

    • Zone tools to adjust environment colors based on player position

  • Cutscene and saving tools

  • PS4 porting (solo)

  • Online Leaderboards (functionality and UI)

  • Bug fixing

Other Projects (All Unity)
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  • Lili - created minigames and UI for a hacking/narrative game in cooperation with the Royal Shakespeare Society

  • Bartending Prototype - made Gameplay, Systems and UI for a multiplayer action arcade game

  • Space Exploration Prototype - spent 9 months as lead engineer developing a hybrid 2D/3D space exploration game for a major film studio. Owned most of the gameplay, UI and AI systems

  • Figure - spent about 6 months adding multiplayer support to a complex math educational game

  • The Alto Collection - initial work to combine two separate mobile games into one Switch game

  • PS4 Ports (both digital and physical) - Neversong, The King’s Bird, Lifeless Planet, Four Sided Fantasy, Half Past Fate

  • Kinect Installation - 3D planet exploration game using the Kinect, installed in a children’s hospital

  • Middleway - created minigames and fixed bugs in a therapeutic sidescroller game

Personal / Solo Projects

Clay Game
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Humorous 3D puzzle game made with real clay models. Received over a million unique impressions and a Very Positive Steam rating

  • Developed a unique art pipeline using photogrammetry to turn real clay models into game ready assets - the first ever game to do this

  • Game features:

    • A branching dialogue system with functions to play voice-over lines, trigger game events, play animations, and control NPC and player facial expressions

    • A puzzle mechanic where the player changes the colors of objects to propel moving pieces through grids to activate switches

    • A mechanic to grow and shrink objects to complete platforming challenges

    • Other essentials - UI, saving, checkpoints, achievements, cutscene tools, player controller and animations

Custom C# Engine
+ Greendale Game
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  • Solo developer

  • Custom engine created in 9 months

  • Game created in another 9 months

  • Launched March 2015 on PC

  • Download and Trailer Link

Top-down arcade game built on a custom engine. Based on the TV show Community

  • Created a custom top-down 2D arcade game engine using basic XNA framework

  • Online multi-user level editor

    • Breaks all actions into basic components to easily pass over network​

    • Any number of users can join level editing sessions, final level saved with host user

  • Dialogue trees for conversation and trivia challenges

  • 3 types of combat AIs: normal enemies, “boss” enemies, and friendly characters

  • Online multiplayer works asynchronously through either a dedicated server or peer to peer connections.

  • Other engine features that aren't included in the final game:

    • 3D terrain

    • Enemy item drops

    • Other combat options - swords, grenades

    • Minecraft-like crafting system.

Clay World
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  • Solo developer

  • Part time from 2020 to now

  • Unannounced

Zelda-like with a claymation theme. Still in-progress and unannounced, though most features are prototyped.

  • Utilizing my photogrammetry pipeline from Clay Game to make a new Zelda-like adventure game in Unity

  • Created a rough prototype with about 2 hours of gameplay so far

  • Strongly utilizes serializable objects and exposed events to allow for rapid prototyping while avoiding unreliable object-to-object references

  • Implemented the Dialogue System plugin to support dialogue and quests

  • Implemented the Opsive Ultimate Character Controller

  • Multiple gameplay features currently at a prototype level:

    • Melee and ranged combat against AI

    • Item Collection and Crafting

    • Puzzles and minigames: Ball Balancing, Frisbee Riding, Pattern Matching

    • Narrative features: Cutscenes, Quests, Branching Dialogue

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