I have been leading the development of Doom Cube from the ground up, and we are now schedueld for a 2026 release (check out the Steam page!).
I oversee all aspects from the creation of game systems, VFX, sound, and environments through the integration of digital assets to ensure effective level building. I also manage the coding and design of UI/UX components to maximize the player experience, as well as analyze player feedback to optimize UI according to insights. Since I began work on the game, I have produced countless pixel art assets (characters, tile maps, structures, etc.) using Adobe Photoshop, Gimp, Krita, Pro-Motion NG, and Aseprite.
Additionally, I source artists and develop creative briefs to ensure we're aligned on the aesthetic and concept of the game. My relationships with artists have come from expanding on work I did in earlier projects that didn't get as far as Doom Cube. This one truly has legs.
I oversee the design and implementation of industry-leading software tools utilized in surgical settings, monitoring performance and user experience (UX) across platforms. I manage resources in AWS via Terraform to provide real-time resolution of resource shortages and performance issues. I also develop and document robust, reusable code components in compliance with regulatory requirements and industry best practices.
During my time with the company, I have led the integration of legacy solutions into a new platform following the acquisition of Veracity by ZEISS, ensuring the alignment of technology programs with the cultural shift from a startup to a traditional business model. I also managed the localization of software for US and EU teams, including automation, research, and migration.
Another major project was building a solution to integrate our surgical software with NextGen EMR and other healthcare solutions, enhancing our competitive positioning and improving the software's resilience and scalability, all while also reducing potential performance gaps.
As a member of the first responder team, I service critical bugs and complex issues in the queue. I've sustained 98% user/customer satisfaction and exceeded 99.98% resolution of resource and performance issues. I also coach and mentor junior engineers to improve the quality of engineering and efficacy of issue resolution.
2020 — 2022
My first job in the field after finishing Hack Reactor was with IBM, which is something I am proud of achieving. In the role, I conducted comprehensive unit, regression, and end-to-end testing for enterprise software solutions, ensuring alignment with performance standards and reliability goals. I also diagnosed and resolved software issues during production, reducing system downtime and improving the user experience. I consistently delivered 90% test coverage across projects.
During this time, I developed and maintained XML/XSLT schemas for middleware systems to ensure seamless data integration across and between applications. I also continued to learn new skills to ensure I was agile and ready to pivot, earning Super Learner Gold during both years of employment for completing 200+ hours of professional development annually.
I was selected from Hack Reactor to mentor, coach, and train students in a software engineering intensive study program. During my residency, I sustained a 92% student success rate with zero attrition. I created interactive learning tools to simplify software engineering concepts, accelerate student learning, and improve retention of core principles; these tools are still in use today.
2020 — 2020
Title: Quicksand Castles (Block stacking physics game)
I developed an original game in 24 hours utilizing design patterns to maintain clean, scalable code for future developers, ensuring a smooth development process. This included designing both local and online multiplayer features, utilizing Unity and Photon.
Education
Hack Reactor
Software Engineering
Full Sail University