Development Director and Co-Studio Head at Cyan, Inc. / Cyan Worlds, Inc.
Business Lead, Development Direction, Engine Programming, Platform Support, Production Lead, Additional Game Design
Quest Platforms, Windows (2D & VR), MacOS
Business Lead, Development Direction, Engine Programming, Platform Support, Production Lead, Additional Game Design
Quest Platforms, Windows (2D & VR), MacOS, Xbox One, Xbox Series X|S, iOS (Myst Mobile)
Programming
PS4 & PS5, Xbox One, Xbox Series X, Nintendo Switch, PC (Windows, MacOS, and Linux).
Programming, Audio Engineering, Additional Music Composition
Windows (2D & VR), MacOS, PS4 (2D & VR), and Xbox One
Development Direction, Engine Programming, Platform Support
Windows (2D & VR), MacOS, PS4, PS5
(Steam Deck support update and beyond)
Platform Support, Engine Programming
MacOS, Windows
(Steam Deck support update and beyond)
Platform Support, Engine Programming
MacOS, Windows
(Steam Deck support update and beyond)
Platform Support, Engine Programming
MacOS, Windows
- Currently managing all business, production, design, programming, tech, etc. efforts at Cyan. All of the things!
- Responsible for all publisher and platform negotiations and communications.
- Working in conjunction with the Creative Director to execute the technical and productive vision for all projects.
- Assisting with game design and engineering on all projects.
- Actively working on Myst, Riven, Firmament, Obduction, and other secret projects at Cyan.
Programmed engine tools, rendering pipeline support, gameplay, and platform support on an Braid, Anniversary Edition. Worked on Origin integration and various other online subsystem support/upgrades for The Witness.
Freelance programmer & designer for various companies' prototyping needs in Unreal Engine 4. Worked on some unannounced titles for upcoming VR hardware.
Programming: Was one of the team leads on Obduction (PC, Mac, PS4, Vive, Rift, PS VR, Xbox One). Programmed major gameplay systems (VR systems, story logic, character logic, all sound systems) in C++ and Blueprints using Unreal Engine 4. Implemented support for third party software (e.g. Razer Chroma) and served as point of contact between third parties and tech team. Worked on audio programming structure for Firmament (release date TBD).
Audio Engineering: Led sound design, recorded foley, and engineered sounds for Obduction and Firmament (specifically the Firmament announcement & GDC demo). Composed two original pieces of music for Obduction and the announcement trailer for Firmament. Managed an audio contract worker.
Misc: Hosted a lecture at VRDC 2017 detailing process taking Obduction from 2D to VR. Credited by Epic Games for open-source C++ contributions to release versions of Unreal Engine 4.11, 4.12, 4.14, 4.15, and 4.20.
Created front end + back end (JS, PHP) of internal test plan and employee management system for use in QA department. Created new cyan.com and obduction.com websites and updated forums while maintaining integrity of 10-year-old data. Credited for coding support (Unity, C#) in RealMyst: Masterpiece Edition and credited for QA support in Riven for iPad, iRiven, and iMyst.
This theme is a modified version of a free-to-use bootstrap theme. Here is the source and license (MIT).