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Shipped Titles

South Park: Snow Day!

Released in 2024 on Steam, PS5, Xbox Series X, and Switch

I was the first engineer on the project who built core systems that would enable design-driven workflows for combat and AI. As lead programmer, I introduced many of the other developers on the team to the "multiplayer tax" on anything they make.

The Blackout Club

Released in 2019 on Steam, PS4, and Xbox One

I was the first engineer on the project who built core systems that would enable design-driven workflows for combat and AI. With only 3 engineers, we taught ourselves backend development with AWS and PlayFab while each working on separate parts of the game. After all was said and done, we had accomplished something that had never been done before: A live service multiplayer immersive sim!

The Magic Circle

Released in 2015 on Steam (PC/Mac/Linux)
Released in 2016 on PS4 and Xbox One

I was the only programmer on this project in a team of 3. Most people won't appreciate that there are flying creatures who can navigate the world using A* on a dynamically generated 3D grid, but I appreciate it.

Various Mobile Applications

  • Meili Fitness Activities Engine
  • TXDoT Ad Campaign
  • Rosetta Stone Duolingo

Released in 2014 on Android and iOS

The best part about this period of my career was the wide open field of possibilities on technologies to use in order to make the things my clients wanted me to make.

Dishonored

Released in 2012 on PC, Xbox 360, and PS3

I was the first engineer on the project who built core systems that would enable design-driven workflows for combat and AI. I spent the rest of the project as a prolific individual contributor to various gameplay systems, as requested by their legendary level designers.

Ghostbusters Wii

Released in 2009 on Nintendo Wii

Who you gonna call? They called me to come up with a way to represent the proton beam without shaders on the Wii hardware that would render at 30fps in 4 player split screen. I did that and many other things while also working on Mushroom Men.

Mushroom Men

Released in 2008 on Nintendo Wii

I was one of the first engineers in this scrappy startup studio who eventually became the lead programmer. I built a team of 4 engineers, plus a few contractors who were able to ship this crazy game on time and on budget. Designing Wii motion controller combat was fun!

Thief: Deadly Shadows

Released in 2004 on Xbox

My main function on this project was UI, but I often got assigned various tasks once UI ran out of bugs, such as flickering light behaviors.

Deus Ex: Invisible War

Released in 2003 on Xbox

I almost didn't get this job because I seemed a little too eager to work on the sequel to one of the greatest immersive sims of all time. I did most of the UI tools in this game, including the subtitle and conversation systems. When I ran out of UI things to do, I ended up making some of the player tools, with a focus on that player drone that runs around and zaps enemies. My voice is in the game as one of the automated news readers.

Microsoft Casino Series

Released from 2000-2002 on Windows

After working on the first edition, I built a 2D card engine from scratch using DirectX 7 that would become the core engine for the various editions to follow. As other engineers rolled onto the project, I owned various games within the product as well as the lobby hub logic and presentation.