Redmond, Washington, United States
Experienced Software Engineer with a demonstrated history of working in AR/VR and the game industry. Skilled in C++ and Unity development with a passion for computer graphics.
Working on Teams Immersive Events and Teams Meetings AI Capabilities.
Worked on Mesh Avatars, Avatar in Teams and Teams Immersive Events.
Worked on Mixed Reality experiences for IVAS / Hololens.
Unannounced Unity online multiplayer ARPG (iOS / Android) Worked with UX designers and UI artists to develop final UI solutions for various networked game features. Factored existing architecture to improve code base and address UI workflow issues. Implemented combat mechanics such as reinforcements, dodge, and team combo in collaboration with design team. Empowered future product decision making by instrumenting King analytics events for in-game statistics. Paradise Bay (iOS / Android / Windows) Improved in-house Scaleform texture pipeline to support texture compression and reduced memory usage by 20%. Shipped full stack game features in collaboration with UX designers and UI artists. Performed deployments and on-call duties to deliver new content and ensure the stability of the live product.
Unannounced ARPG (DirectX11) Fulfilled artist requests by implementing post effects such as color grading, temporal SSAO, and screen space GI. Researched and developed a specular reflection system based on prefiltered and parallax-corrected cubemaps. Improved rendering performance by ~10ms per frame on Xbox One with vertex cache optimization and vertex attribute compression. Scribblenauts: Fighting Words (iOS / Android) Collaborated with VFX artists to design and implement a CPU particle system that supports multiple particle attribute interpolation, application of external forces, and animated textures for low-end platforms. Added texture compression support to the in-house engine and reduced texture memory consumption by 40%. Scribblenauts Unlimited (iOS / Android) Ported and shipped Scribblenauts Unlimited on mobile platforms as the primary Graphics Engineer. Extended the existing graphics pipeline to fully support OpenGL ES 2.0. Optimized shaders with ~10ms per frame savings for low-end devices.