2024 — Now
Burlingame, California, United States
Developing the Meta XR Interaction SDK for Unreal: https://developers.meta.com/horizon/documentation/unreal/unreal-isdk-overview/
San Francisco, California, United States
● Served as technical lead on build/construction feature team, architecting and planning path forward for development across the feature
● Implemented designer-friendly data-oriented configuration for gameplay systems
● Miscellaneous work for non-build systems as needed - engine upgrades, UI improvements, combat systems using GAS, shader updates, niagara particle system reworks - generally anything that needed to be done.
San Francisco, California, United States
● Built out sections of the game’s UI and created libraries of reusable components in UMG and Slate.
● Worked with artists to develop tooling to improve speed and ease of maintaining and importing avatar assets
● Worked with backend service teams to tie in-game experiences to back-end services
● Designed and developed game systems (such as daily quest systems)
● Led strike teams for rapid, focused development of core features
● Guided junior developers through architectural decisions, design pattern usage, and performance concerns.
● Updated CI/CD pipelines to accommodate changes in build needs, such as during an upgrade to Unreal Engine 5.
San Francisco
Solo development of various side projects in Unreal Engine.
Some accomplishments/experience/features include:
● Building out gameplay systems (such as character controllers, combat abilities, camera controllers, procedural level generation, etc)
● Bringing 3d assets from start to finish through the full asset production pipeline (3d modeling, unwrapping, sculpting, baking, texturing, rigging, animating, shading, etc)
● Bringing game audio from start to finish (authoring original audio effects, ambiences, and music in Ableton, organizing and parameterizing the audio in FMOD, and tying it into gameplay logic in engine)
● Developing tooling to aid in the production of game assets (substance designer graph libraries, substance painter smart materials, unreal material libraries, blender plugins, etc)
San Francisco
● General full stack development across a ruby and react based platform for small group health insurance.
● Designed and led new product features and redesigns, such as new search flows and signup flows.
● Transitioned backend authentication infrastructure from session-based to token-based solution.
Education
2005 — 2010
San Francisco State University
Bachelor's degree
2005 — 2010
HEIG-Vd Summer University 2010