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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, Behavior/Utility-based AI, Networking, UI

          Engines: Unreal Engine 4, Unity

          Programming Languages: C++, UE4 Blueprint, C#

          Tools: Visual Studio 2015/2017, Perforce, JIRA, Git, Hansoft, Microsoft Office: Word, Excel, PowerPoint

Project Experience

DOOM & DOOM IIUnity 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

Procedural City Layout Generation Using WaveFunctionCollapse, Individual Thesis Project in Own Engine and Unreal Engine 4

Programmer

6 Months

Spring 2018

  • Procedurally generated 3D city layouts in Unreal Engine 4 from a single example image

  • Re-implemented the WaveFunctionCollapse algorithm to be faster for large data sets

  • Placed buildings by subdividing city blocks into lots and fitting buildings into those lots based on zoning data

Up in the Air, Team Unreal Engine 4 Project, 13-Member Team

Programming Lead

  • Lead three other programmers responsible for the core functionality for an open-world, sandbox game

  • Ported game to Universal Windows Platform and PS4 using a custom build of UE4 and a UE4 plugin respectively

  • Implemented a cannon dodging minigame and ring collection minigame based on designs from level designers

Tactics, Individual Project in Own Engine

6 Months

Fall 2017

3 Months

Fall 2017

Programmer

  • Built a turn-based strategy RPG based on Final Fantasy Tactics, including abilities with varying speeds that damage, heal, and apply status effects

  • Networked the game using a lockstep architecture with a command buffer

  • Rendered game using animated 2D sprites in a 3D environment

4 Months

Spring 2017

Auxilium, Team Unreal Engine 4 Project, 50-Member Team

Auxilium, Team Unreal Engine 4 Project, 50-Member Team

Auxilium, Team Unreal Engine 4 Project, 50-Member Team

Programming Lead

Programming Lead

Programming Lead

  • Lead two other programmers

  • Assisted in the creation of the UI of a multiplayer, class-based FPS, including creating and joining sessions

  • Worked with level designers to create trains for a level with configurable frequency, speeds, relative offsets and in-level warnings

Roguelike, Individual Project in Own Engine

Roguelike, Individual Project in Own Engine

Programmer

Programmer

2 Months

Spring 2017

2 Months

Fall 2016

  • Developed a data-driven, Rogue-like RPG utilizing XML to create NPCs, items, tiles, map generators, maps, and map features

  • Utilized a behavior/utility AI scheme to control the actions of NPCs with wandering, patrolling, attacking, and fleeing behaviors with A* pathfinding

Potion Motion, Team Unity Project, 5-Member Team

2 Months

Fall 2016

Programmer

  • Implemented a spline tool for easily creating paths for game objects to follow over time

  • Created a robust tutorial system that also served as a mechanism for delivering narrative

  • Prevented a frozen screen during loading by asynchronously loading upcoming levels during a level transfer animation

SimpleMiner, Individual Project in Own Engine

Programmer

  • Created a simple Minecraft clone with block placement and destruction, light propagation, and a procedurally generated world

    Implemented biomes and trees based on Perlin noise

  • Developed a grappling hook for swinging across the environment

Work Experience

EngineerNerve 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 -
Present

InternPepsiCo

  • 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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