Portfolio

Microsoft

Currently a Software Engineer working in Mixed Reality: HoloLens & Immersive Devices. Using my knowledge in making video games to empower people and companies around the planet by creating Mixed Reality applications to help them achieve more.

Oyanagi Construction

Thyssen Krupp

 

DoubleDown Interactive | IGT

Software Engineer that worked on content authoring tools in Unity, SDK framework for our mobile application in HTML5, and built various tools in Python.

Mobile application: iOS | Android | Kindle

 

Zindagi Games

Tools programmer that worked on in house tools for creating content for PS3/PS4. Worked on various C# tools for the company.

Rewrote the entire Entity attribute GUI for our in-house Asset Editor for performance and system limitation reasons. The new GUI system only used a single Windows handle, the panel it drew in, since we were passing the Windows threshold of 10,000 handles per application. Custom rendering improved the performance of our attribute drawing significantly. Unfortunately this improvement wasn’t enough to handle rendering our massive material component, which had over 1,000 attributes by itself. Here I implemented custom foldouts that were naturally applied per component, and specifically applied to groups of attributes within single components.

Worked with and supported a total of about 40 designers and artists across all the in-house tools. Improved features and functionality based off the feedback collected from one-on-ones with them.

Recorded video tutorials on using our in-house tools.

Wrote a TTY viewer, with filtering and time stamp sorting options, that could handle 4gb files generated from automated testing. Had to deal with many C# limitations, like string.Split and string.Join, when dealing with this amount of memory. Had to use Memory Mapped files for parsing the extremely large files. Extended the rich text box to display the filtered sections within the memory mapped file, since the standard text box had many allocation complications.

Tracked down and fixed various performance problems using ANTS Performance Profile.

Fixed various bugs across others tools, like our Perforce Label Push/Pull tool.

 

Superdyne

Superdyne is the name of the shared engine that I worked on for Junior year. The Technical Director for Nitronic Rush, Chris Barrett, and I decided we wanted to collaborate and work on an engine together. The idea was fairly simple; one engine code base, two games. We started off creating the repository for Superdyne. Here we ended up putting all the “engine worthy” code – anything that you can write that was usable within both games. We then branched our code at the game level. Anything specific to one game wouldn’t get added within Superdyne.

Superdyne is a component based engine. Feature list includes data structures, file i/o, memory manager, different kind of code profilers, function binding, lua binding, audio – using Wwise, and more.

Having the engine being shared with another team is really where the power came in. The engine code was well written since it was being used within both games, which meant more bugs uncovered. The engine was decoupled from any game dependent code allowing for code reuse in other projects as well. Last, huge benefit of Superdyne was the number of features we implemented. Having the engine shared allowed people to work on sections of the engine they wanted to work on. Giving more time and quality to their code.

Solstice

My junior year game. I was the Technical Director on Solstice, a 3D exploration game which used the Microsoft Kinect for controls in flying around.

Nitronic Rush

I was Co-Architect on Superdyne, which was used in this game. I also helped with technical support for using Superdyne and bug fixes.

 

 

Nurgles

Here’s my sophomore year game, Nurgles. Nurgles is a 2D side scrolling arcade game. I was the Technical Director and worked on the game engine, file i/o, UI, and the level editor.

The level editor has in-game UI. You can access it from the Main Menu of the game.

You may download Nurgles here.

 

Sowlar

My freshmen ASCII game. Here too, I was the Technical Director. I worked on the ASCII graphics, game engine, file i/o, level editor and the art asset editor.

Sowlar ended up being a Top 10 Finalist at IndieCade in 2009. We were also mentioned to be in The 99 Best Free Games Of 2009 on Gamasutra.

You may download Sowlar here.