Software and game developer in the Bay Area. Outside of work, I enjoy photography, cycling, cooking, tinkering with electronics, and working on my Steam backlog.
Experience
2020 — Now
2020 — Now
San Francisco Bay Area
Led Tilt Five's Unity SDK team, creating a C#/C++ plugin that lets developers create multiplayer tabletop augmented reality applications for Tilt Five's AR glasses and 6DOF motion tracking wand controller. Our industry-first local multiplayer AR solution supports up to 4 users per host PC, all sharing the same virtual space.
The Tilt Five Unity SDK includes:
• Utilities for building spatial user interfaces.
• Per-player configuratiion, enabling independent (or asymmetric) gameplay experiences.
• Linear algebra / 3D math APIs for translating between multiple frames of reference.
• Motion controller input management (including custom XR device support in Unity’s Input System).
• Stereographic rendering for both Standard and scriptable (URP/HDRP) 3D render pipelines.
Between SDK development cycles, I worked on several first-party game titles available on Tilt Five's website (e.g. mARbles, #KillAllZombies, T5 Demo Pack). Additionally, I developed proof of concept UX prototypes, SDK example scenes, and trade show & investor demos.
In addition to SDK and game development, I provided engineering support to partners and third party developers. This included developer documentation, reference implementations, deployment and administration of our NodeBB forums instance, as well as moderation & direct support in the Tilt Five community Discord server.
2018 — 2019
2018 — 2019
San Francisco Bay Area
• Developed and shipped Command Center, a user-friendly command and control solution for networks of video recording hardware, used at universities to capture/stream lectures.
• Maintained WPF/web client apps: Added new features to the web app (Razor, Kendo, and Typescript), and embedded the web app into the WPF app via CefSharp.
• Added API features and services to cloud backend server (ASP.NET Core, C#, SQL database).
• Optimized C++ video encoding engine
o Wrote machine vision compute shader to detect subtle changes on a live video stream.
o Built metrics service to identify performance bottlenecks and collect statistics for the full rendering pipeline.
2017 — 2017
Orange County, California Area
Implemented UI/menus for Pillars of Eternity II: Deadfire, including the Main Menu, Character Creation screens, Settings, and Credits interfaces.
Collaborated with QA to resolve bugs; completed JIRA tasks; submitted changes via Perforce.
2015 — 2017
Orange County, California Area
• Wrote C# .NET tools and hundreds of AutoHotKey macros for the QA team, creating an infrastructure that improved workflow and automated testing wherever possible.
• C# tools included a server status monitor, a GUI for testing the commerce API, a GUI for testing the web API for clans, a file-monitoring game log viewer, a test-case editor, and a patch/changelog client for pushing AHK updates to the team.
• AutoHotKey utilities included templates for pre-filling JIRA bug/task reports, shorthand for vehicle and map info, sequences of debug commands to be pushed to the game client, mouse move-and-click scripts, and automatic typo corrections.
• Identified, reported, and regressed bugs in JIRA; wrote documentation on Confluence; verified new features and provided usability feedback; participated in daily playtests.
• Specialized in testing server-side game state logic, events, commerce, and admin tools.
2016 — 2016
2016 — 2016
United States
Wrote audio management system in C# (managing files; triggering, looping, and stopping sounds; memory management & garbage collection) and integrated it with Unity 3D.
Education
UC Irvine