Bringing moviemaking to the masses.
Worked on core engine and AI systems, with contributions to gameplay, editor and tools.
A semi-turn-based football game. Originally a Ludum Dare game jam entry that came in 13 out of 2.5K+ entries.
Worked as a core engine and AI engineer.
A fast-paced action game with unforgiving rhythm-based gameplay.
A Chrome extension for quick and compact access to your bookmarks.
Browser-based visualizer for a dress shirt design company.
Performed AI debugging, playtesting and boss/weapon balancing support.
Developed as part of a student team. My roles were physics, AI, editor and gameplay, while providing support to the core engine developer.
Contributed to gameplay systems related to character movement and UI menu navigation.
A module for procedurally generated, real-time, GPU-based clouds.
Add-ons written for World of Warcraft.
Virtual reality software development and simulations.
Self-Organizing Map algorithm and demo applications.
Make working with finance easier for all teams.
Building technologies and ideas that move us.
Bringing moviemaking to the masses.
Multi-platform game and app development and consulting.
Server-side engineer and development operations on War of Nations (iOS/Android top-grossing app).
Game Credits:
War of Nations
Software development at Kojima Productions, working on the Fox Engine and Metal Gear series.
Game Credits:
Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V: Ground Zeroes
Metal Gear Solid: Peace Walker
Software development related to game systems, AI path-finding, user-interface, and tool development for a cancelled EA/Steven Spielberg game (LMNO).
Game Credits:
LMNO (Cancelled) - Programming Intern
Software development for virtual reality systems (stereoscopic graphics, networking, physics, audio, user-interfaces and input devices).
Developed virtual environment simulations under grants from the National Institutes of Health (NIH) and the Great Lakes Center for Agricultural Safety and Health.