Raleigh-Durham-Chapel Hill Area
With decades of professional programming experience in C++, I'm currently a Gameplay Programmer specializing in complex real time systems such as Game AI. I have most recently been utilizing Unreal Engine 5 (UE5) but have used many engines over the years, both "off the shelf" and proprietary. My role involves the entire development cycle, starting with creating and enhancing rapid prototyping tools, continuing with development of those prototypes into scalable robust systems, and culminating in thorough debugging and optimization of the final products. I've used multiple different production methods, most often Agile, and have served as an individual contributor, and a technical lead. In all roles I've been a mentor to other developers at many different phases in their careers, and truly love helping others to find their own strengths and voices. Throughout my career, I have worked on AAA titles, consistently delivering results and solving complex technical challenges. My approach emphasizes innovative solutions, effective team collaboration, and a commitment to improving processes for content creators. I am passionate about leveraging my technical acumen and leadership skills to contribute to innovative and engaging gameplay experiences.
Working in UE5 to support early development of an unannounced title. Areas include: -Support Design with rapid prototyping tools including creation and exposure of systems to Blueprint tools -Build AI Behaviors and Systems to achieve the vision of combat (both ranged and melee) -Some Specifics: -Built an Interaction system for characters to engage with locations in the world and perform various actions as designated by content creation. Included synchronization for multiple simultaneous interactors, playing animations (Montages), discovery, reservation, and release of locations, and more. -Mentor, support, and generally build up junior and mid level developers.
Technical Lead - World and Housing Expressions Initiative Technical Lead - Housing Technical Lead - Maps and World Systems Led multiple teams in identifying and breaking down final technical efforts on the road to Palia's launch. Mentored and supported engineers in improving overall architecture and debugging skills, as well as providing technical leadership and support to the content-focused disciplines on the team. Learned much about how to use UE5 to support an open-world MMO style platform (still learning).
Worked to support the creation of Halo Infinite's Campaign in multiple ways: -Led an effort to move AI management from a rigid, carefully scripted system to a more open-ended space based style of control in encounters -Pioneered and later managed a content developer focused support effort that enabled our artists and designers to overcome the issues blocking them from producing the content needed for the Campaign. -Led the technical oversight for the first fully playable internal build of the Campaign in terms of build stability, branching, and general delivery. -General firefighting of all issues that might arise in the Campaign. If a new problem occurred, I was often the first responder identifying the underlying issues and usually architecting the solution. -Post Campaign I worked on the effort to expose Halo's PvE AI (as opposed to bots) to products outside of Campaign (i.e. Forge).
Worked on standing up an unannounced project in UE4. Focused on gameplay systems for large scale player base in an open world environment.
Unannounced Project (In Development, PC, Xbox One, PS4) 2017 Worked quickly to have systems and features ready for content creators as they rolled on from other projects. Identified which existing systems needed significant rework and worked with Directors and Architects to develop new architecture for those systems. -Designed and implemented a complete rewrite of the Weapon Systems used in Volition's engine. The new system is modular and flexible, and better meets the needs and workflow of content creators. Agents of Mayhem (PC, Xbox One, PS4) 2013 - 2017 Animation Systems Lead (2015-2017): Led the team on how to use animation systems and content to best achieve the vision of the game. Communicated technical risks and opportunities with production and other teams. Created and drove a robust architecture that improves both quality and workflow. -Architected and implemented a robust Gameplay Animation Interface Layer that is the game’s interface to engine-level animation systems. Team Member (2013 – 2015): Collaborated with a large multidisciplinary team on a flat structure to design, implement, and iterate new features and systems for an open world game in a new IP on a new engine. -Architected and implemented a Real-Time Automatic Cover Generation System that analyzes the game environment and dynamically creates contextual cover data in the open world. -Assisted in the design, architecture, and implementation of numerous other gameplay systems with a focus on combat and traversal. -Worked as part of the initial team to discover, explore, and understand a new IP and the new game that would launch it. Made prototypes (both in-game and out of game) to iterate new ideas and pitched features and systems to stakeholders. Saints Row IV (XBOX 360, PS3, PC) 2012 - 2013 Closed the project by implementing missions and correcting defects in the product. -Worked with mission designers to implement missions in SR4.