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Education

SMU Guildhall, Plano, TX

          Master of Interactive Technology in Digital Game Development, Specialization in Software Development

May 2018

Southern Methodist University, Dallas, TX 

          Bachelor of Science, Computer Science, Cum Laude

May 2017

GPA 3.822/4.00

Skills

General Programming Skills: Gameplay Programming, PCG, Behavior/Utility-based AI, Networking, UI

          Engines: Unreal Engine 5, Unreal Engine for Fortnite, Unreal Engine 4, Unity, Godot

          Programming Languages: C++, UE Blueprint, C#, Verse, Python

          Tools: Visual Studio 2022/Code, Perforce, JIRA, Git, Hansoft, Microsoft Office: Word, Excel, PowerPoint

Project Experience

Unannounced, Licensed Co-op 3rd Person Shooter, Unreal Engine 5

Senior Software Engineer 

  • Implemented all player gameplay functionality, including weapons, active abilities, triggered abilities, movement, and stats, using the Gameplay Ability System 

  • Architected Gameplay Tag-based perk system with robust prerequisite, blocking, and filtering functionality 

  • Continuously iterated on gunplay to improve feel and reliability 

  • Rapidly created weapons, abilities, and perks based on design specs for testing and iteration 

10 Months, Fall 2026

Gorilla Tag Monke Mayhem; Unity

Senior Software Engineer 

  • Collaborated with game director to design, implement, and iterate on novel movement mechanics and control scheme that translates hand-based movement from VR to mobile 

  • Created store UI and integrated e-commerce and entitlements API from proprietary backend 

10 Months, Spring 2025

Gorilla Tag; Unity

Senior Software Engineer 

13 Months,

Spring 2024/Fall 2025

  • Implemented multiple features to ensure child safety during online play including Monke voice that replaces voice chat with monkey noises 

  • Served as part of a skunkworks team under the game director to rapidly tackle high-priority issues and assist with major updates 

  • Created editor tools for enabling a series of editor optimizations to improve iteration times for the team 

  • Worked with tech art to make a tool for creating shader presets, identifying shaders that don't match any preset, and bulk applying presets to shaders with the goal of reducing draw calls and improving material workflows 

Extract or Die!, Wacky Taxi, TYCOON JUNGLE DEFENSE; Unreal Engine for Fortnite

Software Engineer 

9 Months, Fall 2023

  • Collaborated with a small team to create three different games in Fortnite using Verse 

  • Creatively utilized limited functionality of Verse and Fortnite Creative to create unique gameplay 

Unreleased Co-op/Extraction Shooter, Unreal Engine 5

Software Engineer 

 10 Months, Spring 2023

  • Implemented and iterated on co-op third-person shooter mechanics to facilitate prototyping and iteration, including Gameplay Ability System abilities 

  • Designed and implemented a framework for procedurally-generated, modular enemies driven by utility-based AI 

  • Worked with design to create an AI director that used a combination of dynamic spawn groups and designer-authored playbooks to keep combat engaging 

Zengence, Unreal Engine 4

Software Engineer 

8 Months, Spring 2022

  • Implemented basic versions of most game features, including rhythm-based scoring and enemies, VR auto-aim, and threat indicators, to facilitate early prototyping 

  • Collaborated with creative director to iterate on gameplay to reach desired game feel 

Dungeons & Dragons: Dark Alliance, Unreal Engine 4

Software Engineer 

14 Months, Summer 2021

  • Implemented all client-side aspects of getting into a multiplayer game, including session management and rich presence for all platforms 

  • Setup elastic dedicated servers for multiplayer play using AWS GameLift 

  • Configured AWS FlexMatch matchmaking to match players by in-game power within pools by platform 

Please Don't Touch Anything, Unity 

Software Engineer 

2 Months, Spring 2020

  • Implemented usability improvements and fixed bugs in the Quest port  

DOOM & DOOM II, Unity and original source

Engineer

  • Handled client-side 3rd party account management

  • Created achievement system with PlayStation 4 and Xbox 1 implementations

  • Implemented PlayStation 4 file management

  • Attached activated add-ons to save files and added appropriate handling when loading those saves

  • Went through cert process for all platforms for the initial release and multiple updates

13 Months

Winter 2019

Prey: Typhon Hunter, Unreal Engine 4

Engineer

  • Reimplemented ability to transform into a prop and move around using physics

  • Improved comfortability of VR for both first-person and a camera that follows a controlled character

  • Refined bot AI for the competitive multiplayer mode

  • Implemented a system to prevent VR hands from clipping through static geometry to support escape room puzzles

  • Updated game mode state management and event handling based on design throughout the project

6 Months

Winter 2018

Work Experience

Senior Software Engineer, ForwardXP

  • Collaborated across disciplines on internal and co-development projects using multiple development methodologies 

  • Designed, implemented, debugged, and optimized features in Unity, Unreal Engine, and UEFN 

March 2020 - Present

Engineer, Nerve Software

  • Worked with multi-disciplinary teams on multiple multiplatform projects utilizing Scrum

  • Implemented, debugged, and optimized features in both Unity and Unreal Engine 4

May 2018 -
Feb 2020

Intern, PepsiCo

  • Developed a methodology to establish a baseline for network traffic and created a command line tool to automate it

  • Worked on a team to create a plan to increase adoption of collaboration tools company wide

3 Months

Summer 2016

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