Available to hire
I’m a seasoned game development engineer with 26+ years shipping AAA titles and building high-performance engines across PC, consoles, and mobile. I specialize in performance optimization and graphics rendering, and I love turning complex problems into robust, maintainable systems.
Throughout my career I’ve led cross-disciplinary teams, designed build pipelines, and mentored engineers to grow their skills. I enjoy collaborating to ship polished experiences while pushing the boundaries of what’s possible on new platforms.
Experience Level
Expert
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Intermediate
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Work Experience
Principal Software Engineer at Wizards of the Coast
January 1, 2024 - January 1, 2025Enhanced performance and rendering for D&D Project Sigil on both client and server sides. Led mobile version planning and early architecture design.
Senior Software Engineer at Intrepid Studios
January 1, 2022 - January 1, 2024Designed and implemented a custom build pipeline and CI workflow (Jenkins). Built and integrated custom Unreal Engine tooling, synchronized with Unreal Engine, and managed Unreal Trace Server; focused on performance optimization and tooling.
Senior Software Engineer at DarkSlope
January 1, 2021 - January 1, 2022Transformed VR project with multi-layer skeletal synchronization and rendering optimization; improved cross-client sequence synchronization for VR experiences.
Senior Software Engineer at Arrowsight
January 1, 2017 - January 1, 2021Developed video auditing tools using computer vision and machine learning (TensorFlow, FFmpeg); contributed to system-level optimizations and integration.
Lead Software Engineer at Desert Owl Games
January 1, 2016 - January 1, 2017Led development of Pox Nora, including full Java-to-C# port to Unity 3D; steered project architecture and cross-platform implementation.
Principal Software Engineer at Ungrounded Games
January 1, 2015 - January 1, 2016Architected and led prototype development in Unity for a multi-platform game; guided technical direction and rapid iteration.
Senior Software Engineer at Garage Games
January 1, 2012 - January 1, 2015Directed architecture and engineering across contracts and internal projects; led R&D efforts in blockchain and web-game integration.
Senior Software Engineer at Spark Unlimited
January 1, 2011 - January 1, 2012DLC support; UI/UX programming; achievements & trophies; level streaming; TRC compliance; localization.
Lead Software Engineer at Wahoo Studios
January 1, 2010 - January 1, 2011Ported proprietary game engine to PlayStation 3; built Akimi Village Family Game Night 4; led a team of four engineers.
Senior Software Engineer at Chair Entertainment Group
January 1, 2007 - January 1, 2010Helped finish Undertow/Shadow Complex for XBLA; implemented and designed game systems and gameplay across AI, boss encounters, weapons, abilities, and item pickups. Optimized level loading and memory usage; built supporting tooling using C#/.NET.
Senior Software Engineer at Sony Online Entertainment
January 1, 2006 - January 1, 2007Implemented the PlayStation 3 version of Cash Guns Chaos; enhanced EverQuest 2 rendering pipeline and related systems.
Senior Software Engineer at Rockstar Games
January 1, 2005 - January 1, 2006Core engine development and graphics optimization for Rock Star Table Tennis.
Director of Game Tech at Karma Productions
January 1, 2004 - January 1, 2005Directed game tech development and product design strategy across projects and client work.
Director of Game Tech at LucasArts
January 1, 2003 - January 1, 2004Led development and prototyping for RTX Red Rock Gladius Wrath Unleashed; directed tech integration and pipeline improvements.
Senior Software Engineer at Acclaim
January 1, 2001 - January 1, 2003Led software engineering for Legends of Wrestling; contributed to gameplay systems and engine improvements.
Senior Software Engineer at Wyvern Studios
January 1, 1999 - January 1, 2000Implemented multiple Windows games using DirectX; contributed core gameplay and rendering work.
Senior Software Engineer at Dark Slope
January 1, 2021 - December 31, 2022Transformers VR: Invasion of the Decepticons; Multiplayer skeleton synchronization; Rendering optimization; Sequencer synchronization across multiple VR clients
Senior Software Engineer at Desert Owl Games
January 1, 2016 - December 31, 2017Led development of Pox Nora, including full Java-to-C# client port to Unity 3D
Technical Director at Garage Games
January 1, 2012 - December 31, 2015Directed architecture and engineering across contracts and internal projects; Led R&D efforts in blockchain and web-game integration
Senior Software Engineer at Wahoo Studios
January 1, 2010 - December 31, 2011Ported proprietary game engine to PlayStation 3; Built and shipped Akimi Village for PlayStation Network; PS3 Lead Programmer
Senior Software Engineer at Karma Productions
January 1, 2004 - December 31, 2005Directed game tech development and product design strategy
Senior Software Engineer at LucasArts
January 1, 2003 - December 31, 2004RTX Red Rock Gladius Wrath Unleashed; Owned PS2 graphics engine and prototyped next-gen tech for Xbox 360/PS3
Education
Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
Experience Level
Expert
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Intermediate
Intermediate
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Intermediate
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