As a video game engineer based in Chicago, IL, I am passionate about working with talented individuals to conceive and develop fun experiences.
In my ideal role, I thrive in a collaborative environment where I can contribute to unique systems and games, share ownership in creative decisions, and pursue self-motivated ideas.
I value a culture of creative collaboration, opportunities for professional development, and a sustainable work environment. I am excited to be part of a team that creates innovative games and brings joy to players worldwide.
Creative programmer with a decade of application development experience with millions of downloads and 4.5+ star ratings. Solves complex technical challenges while focusing on efficient pipelines and high-quality software engineering. Strong communicator with cross functional departments to facilitate collaborative environments. Experienced in building multi-platform titles with multiple game engine from prototyping through production and live service support, working extensively on 5 titles and assisting on several more.
Proficient in: C#, Unity, Game Development, Problem Solving, Communication, Interdisciplinary Collaboration, Debugging, SCM (Git/Perforce/SVN), Scripting, Mobile Games, Live Service, Gameplay, UI/UX
Experience with: C++, Unreal, Build Pipeline, Content Pipeline, CI/CD (Jenkins, TeamCity), Code Review, Platforms (Google Play/App Store/Steam/Epic), REST/RESTful API, Tool Creation, Confluence, Jira
Knowledgeable of: Python, AWS, Graphics, OpenGL, Shaders, Animation, Modeling
Platform Experience: iOS, Android, Mac, Windows, WebGL, Steam, Epic
Gameplay Engineer, July 2024 - current
Unannounced Project (unannounced, Unreal)
Dragon Front: Adventures (2025, Unreal) store→
Senior Client Engineer, Feb 2014 - March 2024
Unannounced Project (unreleased, Unity)
TMNT: Mutant Madness (2020, Unity) trailer→
Rift Heroes (2018) trailer→
Spellstone (2015) trailer→
Other Titles
Contract Programmer, June 2013 - October 2013
Developed code for UI and gameplay elements of a city building mobile game in Unity.
Artist Intern, March 2013 - June 2013
Created environment and prop art assets within the stylized 50’s modernist world of Octodad: Dadliest Catch.
Visualization Specialist, June 2009 - August 2011
Created scientifically accurate visualizations of anatomical organs of the inner mouth, throat, and head through scripting and art. Concepts were based in scientific research of the muscle movements of the soft palate during speech.
B.S. Computer Game Development
Class of 2013