Experience
United States
Senior engineer supporting our realtime augmentation engine and server, featured in live sports broadcasts such as Amazon’s Thursday Night Football.
San Francisco Bay Area
Served as the lead engineer on my team of 7. Interviewed, hired, and mentored a dozen engineers. Successfully advocated for the promotion of several talented junior engineers.
Briefed our new CTO on my team's technology and projects, pitched new org-spanning backend projects that were greenlit for development before layoffs struck.
Served as an EM stand-in during department reorganization (and later, our EM's PTO periods), coordinating engineers and QA resources for major release drives onto new platforms. Handled the usual sprint planning, weekly updates and operational health reports for upper management, etc.
Worked with engineers from 4 companies - Microsoft, Twitch, Lightstream, and StreamLabs - to build the second gen of Xbox broadcasting. This required designing a new API, reconfiguring a Lambda-based backend service, and pre-release triage and debugging of all 6 services and APIs involved in the process. Drove the entire initiative myself, involving 10 engineers across 4 companies, on a very tight timeline.
Wrote thin native apps to host our web application on TVs. These native apps wrapped core OS functions like user auth, file storage, input forwarding, security certs, and other features required for our web apps to function. Each platform required a different language: C#, Kotlin, C++, etc. Some platforms had severe performance and compatibility issues that required modification of Sentry libraries and many core components in our JS codebase. Ex: the Xbox WebView is pre-Chromium Edge. Ouch.
Learned React, JS, and TypeScript in order to contribute to an urgent feature-building drive to get our web apps up to the standard of our C++ apps. Learned the fundamentals of browser tech & debugging in order to debug issues with the web apps when hosted by my native applications.
Contributed to API and service design, as well as bugfixing across numerous internally-facing backend services.
2016 — 2021
San Francisco Bay Area
Starting from scratch with a team size of 2, built a family of cross-platform C++ applications to run on Xbox, PlayStation 4/5, AppleTV, FireTV, AndroidTV, and more, used by millions of users worldwide, daily. Built out the majority of front-end features including chat, video playback and controls, content browsing, login flow, etc. All was accomplished with an emphasis on performance (1080p, 60fps) and stability.
Maintained a cross-platform C++ SDK used by our iOS and Android mobile teams that interfaced with diverse Twitch APIs to perform vital tasks (ex: chat read/write, user settings modification, etc).
Wrote from scratch a C++ code generator in Python that scraped GraphQL schema and query/mutation files to generate C++ code for GraphQL request parsing and formation. The generated classes and supporting API received high praise from other engineers for its simplicity and reliability, and helped speed our conversion from deprecated REST APIs to a modern GraphQL stack.
Implemented user SSO and authentication, including backend-facilitated associations with multiple external account services (Xbox Live, Playstation Network, etc). Participated in war rooms to debug incidents stretching from client to APIs to backend services.
As an on-call engineer, handled incidents for our web apps with millions of concurrent users. Maintained real-time CloudWatch metrics and Sentry reporting. Learned modern web application hosting and deployment, with a pipeline involving TeamCity, AWS, Docker, Fastly CDN, etc.
Carlsbad, CA
Primarily worked on Red Dead Redemption 2, but also contributed pre-release fixes for long-standing bugs in Grand Theft Auto V's re-release on next-gen platforms.
Wrote multiplayer C++ code with an extreme emphasis on performance and stability. Built and improved countless gameplay systems that operated along a non-authoritative peer-to-peer model, with migrating ownership of objects, and dynamic entry and exit of clients into the simulation. Examples include complex AI task tree and animation trees, weapon and vehicle data, environmental effects, mission status, player status, and all information required to seamlessly reconstruct the entire game simulation in the event of an object's owner disconnecting abruptly.
Optimized all network communication down to individual bits by hand-serializing ALL data sent over the wire. Any data introduced to new game systems had to be optimized to its minimal form, then hand-serialized before passing into the packet formation and encryption systems that we also maintained.
Learned countless systems within the game engine in order to debug multiplayer issues only reproducible with the use of multiple devkits. Examples include AI, gameplay logic, animation, procedural animation and physics (especially lasso physics in multiplayer), etc. Worked closely with engineers from the respective areas to make subtle, non-breaking changes to their systems in order to make them work in a non-authoritative, peer-to-peer networked environment with migrating ownership of objects.
Worked with the studio's principal architect to fix a compiler bug in the in-house scripting language used by game designers.
Debugged many elusive crashes and memory leaks caused by subtle buffer-overruns or memory addressing problems. Regularly required knowledge of x86 Assembly and reading large blocks of memory. Low-level expertise was critical to the role.
2013 — 2013
Worked on game testing libraries and environments for CI.
Education
2010 — 2014
University of Southern California
Bachelor of Science (BS)
2010 — 2014