Seasoned software engineer with seven years of software development experience. Marine Corps veteran with a
growth mindset, recognized for a disciplined work ethic and problem-solving skills honed in AAA game development.
Proven track record in delivering high-quality solutions. I am seeking to develop robust systems and tools for content
creators, such as artists and designers, enabling them to focus on what they do best: creating.
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Tower defense game that focuses on the ability to create custom towers down to the tiniest detail.
• A personal project developed in Unity with C# and involves design patterns and mostly UI and file management logic to have an impact on UX, data processing, and workflows.
Contribution:
• Developed a composite tower editor by implementing a facade pattern for easy debugging and maintenance.
• Developed a polymorphic file management system which led to an easy way to implement new tower parts.
• Wrote test cases and diagrams and used GitHub for version
A narrative-driven 2D game set in space, blending turn-based and real-time events.
• Developed an audio manager using FMOD, to streamline audio engineering workflows.
• Developed a dynamic story-driven random event system, with tuneable event requirements and decision outcomes.
• Developed a mini-game system that supports the addition/removal of mini-games affecting game state.
• Collaborated with a diverse multidisciplined team of 20.
• Utilized agile strategies, Jira, and GitHub for efficient task and version control management.
A Python implementation of the classic game Risk, where players interact by writing Python scripts.
• Developed a turn-based script executor that sandboxes user scripts, enforcing limits on runtime and memory usage.
• Designed a JSON-based interface to validate and manage game actions, displaying only public game state.
• Developed simple flask server to allow language wrappers to be developed to enable multiple languages to compete.
A cozy sci-fi themed game blending farming, cooking, and automation mechanics, with optional stress elements.
• Developed in Unity using C#.
• Developed a tool to create derivative textures and procedurally generate complex rule tiles from two base textures, reducing content generation time by 95%.
• Designed with a flexible, visual-agnostic architecture adaptable to both 2D and 3D environments.
• Implemented designer-facing features such as custom inspector views that dynamically display relevant fields.
• Optimized performance using tile systems and scriptable objects for data-driven solutions.
• Utilized event-driven architecture to reduce reliance on continuous updates.
• Ensured robustness with over 1800 unit tests using NUnit and Unity’s test framework, ensuring high code quality.
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