Austin, Texas, United States
I’m a Principal Software Engineer with 20+ years in game development, split between building gameplay systems and the tools and pipelines that support them. My background is in C++ engine work and building C# tools. I tend to work across disciplines, owning both the systems players see and the infrastructure teams rely on to ship them. At Bluepoint, I led development on core gameplay-facing systems like UI, platform integration, localization, cinematics, inventory, and game flow, alongside the tooling and runtime data systems that power them. That includes building high-performance data pipelines, standing up UI frameworks, and solving the kinds of production problems that sit between engineering, design, and content. A significant part of my work has been in tools and infrastructure (build systems, data farms, and integrations across Jenkins, Perforce, and other studio systems) focused on keeping teams fast, stable, and unblocked.
Unannounced Title - Designed and headed up user interface, narrative, localization, cinematics, save system, game flow, initial USD support, and inventory (ui, pickups, stores, loadout, etc...) system development. - High performance run-time relational data table support. - Comparative analysis and evaluation of Noesis vs Coherent vs Custom implementation for the basis of a new UI framework. Full integration and support of Noesis Studio. - Represented Bluepoint at Sony accessibility meetings and at internal conferences. Helped to drive accessibility initiatives at Bluepoint. - Build system, data farm, and lighting farm design, management, and support. Managed integrations between Jenkins, Slack, Dropbox, and Perforce. Demon's Souls Patches (PS5) - Managed development, implementation, and release of power saving patch. - Managed development, implementation, and release of PS5 Pro and Quality of Life patch.
Shipped Game Titles: (2022) God of War: Ragnarok (PS4. PS5) (2020) Demon's Souls (PS5) (2017) Shadow of the Colossus (PS4) (2015) UNCHARTED: The Nathan Drake Collection (PS4) (2015) Gravity Rush Remastered (PS4, PS Vita) (2014) Titanfall (XBox 360) (2013) Flower (PS4, PS Vita) (2012) PlayStation All-Stars Battle Royale (2011) Metal Gear Solid HD Collection (2011) The Ico & Shadow of the Colossus Collection Primary Areas: - User Interface, Platform Services (leaderboards, stats, trophies, etc...), Localization (including Thai and Arabic), Cutscenes and Cinematics. - Toolset maintenance and creation. Animation Editor, Workspace, Command line applet tool, general improvements and feature additions. - Build Management including package generation and distribution, jenkins, slack, perforce, and dropbox integrations. - Flower and Gravity Rush Remastered were done primarily with myself and another rendering engineer.
Gameplay on a forthcoming project on an unannounced platform. Porting of an engine to the unannounced platform.
Xbox 360 Platform Integration Responsible for the integration of Xbox 360 features in to the Bombshell Engine. Includes Sign In/Out handling, Avatars, System notifications, Leaderboards, Server-side storage, Friends, Parties, invites, etc... Heavily involved in Technical Certification Requirement compliance.; Integrated the Mono .NET library for scripting into the Bombshell engine. Exposes C# as a scripting language. Assisted in design and development of Smartbomb's next generation Bombshell engine. Designed and built the Bombshell Toolset for artists and scripters to use to design and build games, including specialized asset view windows. Work with artists, scripters, and programmers directly to refine and improve the Bombshell Toolset. Lead Sony PSP Developer Ported the previous generation Brainstorm Engine to the Sony PSP and shipped Pac-Man World Rally and Snoopy vs The Red Baron titles with it. Implemented low level library support. Nintendo Gamecube Developer Ported the previous generation Brainstorm Engine to the Nintendo Gamecube. Implemented low level library support. Physics Developer Built a framework to evaluate and use many different physics systems.
Designed and built a modular desktop sidebar similar to the MSN Sidebar. Built POP3/SMTP/HTTPMail e-mail systems.
Researched into the non-graphical uses of high end graphics cards (GeForce FX, Radeon 9800) using DirectX 9 and the High-Level Shading Language.