I am a game programmer, designer, and audio engineer in pursuit of making 2D and/or VR games that matter. I am currently working as a programmer at Thekla Inc. on some unannounced (and awesome) projects.
I have some openings for UE4 prototype consulting work starting Q4 2019. If you're interested and think your company could benefit from my work, please contact me on LinkedIn.
Programmer on an unannounced project. 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. Currently working on some unannounced titles for upcoming VR hardware.
I am happy and able to help teams working in UE4 with anything including (but not limited to): engine modifications, rapid prototyping in Blueprints and/or C++, plugin modeling, build system configurations, third-party software integration (e.g. Razer Chroma), audio programming/design without middleware, VR support/integration, performance evaluations, 360 stereoscopic panorama image & video generation from game scenes, and more.
I am currently booked with consulting work until the end of Q3 2019 and am taking requests for consulting work that would start any time after then. If you're interested and think your company could benefit from my work, please contact me on LinkedIn.
Programming: Was one of the team leads on Obduction (PC, Mac, PS4, Vive, Rift, PS VR). 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.
I am a strong believer in the importance of work-life separation. I love programming for a living, but I don't let it consume me.
Apart from living the dream as a game developer, I am a total home-body who loves to cook, bake, and chill with my wife (Lauren) and two-year-old weimaraner (Ripley).
I enjoy playing the upright & electric bass, piano, and guitar in my spare time. If you'd like to watch a series of awkward (yet somewhat popular) electric bass covers I made in high school when I was obsessed with Rush and Jaco Pastorius, here you go. And as if my musical interests couldn't be more sporadic, I also dabble in making Debussy and Hotline Bling piano covers. I made some OK guitar covers in college too.
Other than making games, I enjoy playing them too. Beside the games I've worked on, here are some games that I really like: The Elder Scrolls IV & V, Mass Effect 2, The Invisible Hours, Beat Saber, EXAPUNKS, Civilization V, Mount & Blade: Warband, Tales from the Borderlands, Mini Metro, Gone Home, The Walking Dead: Season 1, The Wolf Among Us, Her Story.
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