Experienced programmer specializing in coordinating teams to ship polished products on a wide range of technologies and platforms. C/C++, Video Games, AS3, iOS, XML, Object Oriented Design
Experience
2015 — Now
2015 — Now
Novato, CA
Working in C++ on multi-platform console game. Responsible for implementing new gameplay mechanics and creating scripting language interface for managing them.
2013 — 2014
I was involved in every aspect of ongoing development and support for the Heroes & Havoc title as the primary (and often only) full time engineer at the company. Supersaga was created by former Electrified Games employees to support the recently released Heroes & Havoc. We deployed a major overhaul of the game and continued support with ongoing events and improvements. I was responsible for maintaining a large C++ code base with Objective-C and Java wrappers (for iOS and Android support respectively).
Primary efforts included a narrative system to allow the designers to include character specific dialog into the game, a system to allow character customization via selecting specific character upgrades when leveling, and weekly competitive events. Ongoing work included the content updates and changes based on observed player behavior to improve retention and monitization.
I performed rapid prototyping of new systems on our internal Windows client while I continued to optimize the system and support the server or operating system specific changes needed for release (sometimes by coordinating with external contractors). It was a highly iterative and dynamic process managing a constant stream of change requests while minimizing the total schedule impact.
Additionally I was responsible for coordinating updates from our publisher to keep the game on the Mobage network. Ultimately the publishing arrangement did not work out and I was responsible for replacing the publisher provided libraries with our own systems for account management and purchasing.
Technologies included: Visual Studio, XCode, Eclipse, Excel (world and character data) and XML (strings and configuration data), Maven, Jenkins, Perforce, REST and JSON.
2010 — 2013
2010 — 2013
Kaijudo Online, June 2012, Responsible for UI, menus, tutorials and supporting development on the Flash client. After initial release, took over all client development and shipped four content updates on schedule including multiplayer release in March 2013. Worked with artists and designers to determine the best way to present gameplay mechanics to the player. Worked with server and rules engine team to optimize network protocols by balancing the need for player feedback with server performance constraints.
Kaijudo BattleGame, May 2012, Lead Flash development and assisted with iOS port of this simplified client only game inspired by the upcoming game, designed to raise interest in the IP and card game prior to launch. Responsible for implementing the rules and UI over an initial development period of two months with additional work done in parallel to the Kaijudo:Online game to provide analytics support, website integration and branding adjustments prior to launch.
PowerRangers:Megaforce Online, December 2012, Provided mentoring and optimization support for the stand alone Flash implementation of the card game over the course of this two month project, with full-time effort over the last two weeks to ensure meeting project deadlines.
Pokémon Trainer Challenge, April 2011 (no longer available), Flash development of the Trainer Challenge single player campaign system and supporting work on the gameplay and multiplayer features.
Collaborated with Artists and Designers to implement UI and gameplay features in ActionScript 3.0 and C++ on Flash and mobile projects.
2007 — 2008
2007 — 2008
Worked with designers and artists to develop gameplay and engine features in C++ and Vicious Engine Script. Developed Alien Syndrome and PBR: Out of the Chute for Wii and PSP. Implemented several prototypes and demonstrations to support pitching projects to publishers.
2005 — 2007
• Mentored game developers on PhysX physics SDK integrations for Ghost Recon: Advanced Warfighter, City of Villains, Torque Game Engine, and other game engines.
• Prototyped physics effects and provided performance metrics to support improvements to PhysX SDK and guide developers in creating game content.
• Modified existing C++ code/scripts in game engines to increase physics performance and created standalone applications to support bug reports and illustrate use cases.
Education
The Guildhall at SMU
Digital Games Certificate
Brandeis University