Edits iOS (2025-present)
Owner of the project exporting flow and infrastructure. I make sure that creators get top class reliability, performance, and media accuracy when exporting their final products
IG Fan Funded Monetization (2022-2025)
Tech lead for the Instagram Fan Funded Monetization team, which owns Subscriptions, gifting, and badges.
Created roadmap for and oversaw subscriber acquisition efforts for the IG Subscriptions product. Implemented Free Trials, exclusive content preview blurs, DM upsells, and more. Grew the subscription acquisition rate by 9x and led the product to a milestone of 3M total subscribers.
Led gifting and star funding conversion efforts on the IG Gifting product. Implemented star pack prefetching, first time purchase discounts, and lower SKU prices which collectively improved gifting conversions by 80%.
Involved in migration effort to enable complete Swift concurrency across Instagram iOS
Led Swift adoption efforts in the Instagram Creators org, bringing net new Swift code written from 15% to > 60% over 6 months
2020 — 2022
Architected and implemented a modularized card UI architecture that is leveraged across almost all pages of the Linkedin Learning iOS application. Simple to use and easily integrated into new views, dramatically increasing developer speed
Revamped end to end live-tests for our authentication flow to prevent and catch regressions in the user login experience
Rearchitected, rewrote, and polished the entire My Learning iOS experience
Led a team of 4 engineers in a project to serve better feed recommendations
Experienced in working with both iOS and the mid-tier/API layer
2018 — 2020
San Francisco
LinkedIn Learning
2017 — 2017
San Francisco Bay Area
Developed a "daily bites" video feature for the LinkedIn Learning iOS app that that served small, easily digestible content to users each day that builds up to a full course. This feature lowered the barrier to entry for users who can't afford to allocate large amounts of time at once towards lengthy course videos.
2016 — 2016
San Mateo, CA
Created and developed two iOS applications that run OpenGL ES 1.1 and OpenGL ES 2.0 which each use atomic operations on different threads to allow for more efficient graphics drawing. This multithreaded rendering implementation allows for applications using graphics to handle a heavier graphical load on the GPU and unloads drawing and rendering jobs from the main thread to background threads in order to free up the main UI thread for other more important work.
Education
University of California, Berkeley
Bachelor of Arts (B.A.)
Monta Vista High School