Founder
2016 - PRESENTSystemic Games, LLC- Developed a small puzzle game teaching kids electronics.
- Built a Bluetooth-enabled playing die from scratch. This involved many disciplines, from electronics and board layout to firmware code in C++ to a mobile 3D app in Unity and C#.
- Created several assets for the Unity Asset Store.
Technologies: Embedded Systems, iOS, C#, C++, UnitySenior Architect and Research Engineer
2017 - 2018Adobe- Led the design and development of specific engine components on an undisclosed research project.
Technologies: Shaders, Adobe Photoshop, C#, UnityContractor, Senior Game Developer
2017 - 2017PluralSight- Developed a demo game called "Swords and Shovels" intended to introduce subscribers (PluralSight is a learning platform) to professional video game development in Unity.
Technologies: C#, UnityContractor, UX Developer
2016 - 2016Oculus VR- Explored new types of UX for VR, including new types of touch interactions and voice recognition.
Technologies: Virtual Reality (VR), C#, UnityContractor, Programming
2016 - 2016Elliptic Games- Developed a Prolog-like language and runtime for the game engine. The language is used to perform complex procedural generation and so also needed to support some quantitative predicates. This made the underlying search/generator system fairly complicated.
Technologies: Artificial Intelligence (AI), C++Contractor, Programming
2015 - 2015Skyborne Games- Developed technologies and gameplay components for a Puzzles-and-Dragons like mobile game.
Technologies: C#, UnityFounder
2013 - 2015Year Seventeen, LLC- Helped develop a game called Fireborne.
- Wrote several assets for the Unity Asset Store, most notably the very popular P4Connect Perforce integration for Unity.
Technologies: C#, UnityAI and System Programmer
2005 - 2012Bethesda Game Studios- Contributed to the development of Oblivion, Fallout 3, Skyrim and Fallout 4 as part of the AI and Systems group.
- Designed and implemented a navmesh-based navigation system for the studio's large, constantly-streaming worlds. Between writing tools to generate the navmesh, dealing with characters moving through unloaded portions of the world, and animating movements, I handled all locomotion concerns.
- Implemented the Critter system for the engine (the butterflies and fish in Skyrim, for instance). This was an effort to make a low-impact creature system that was entirely controlled by scripts, and that the artists could customize and place in the world at their leisure.
Technologies: Animation, Unity3D Pathfinding, Artificial Intelligence (AI), C++, Video GamesProgrammer
2003 - 2005Terminal Reality- Shipped my first game: BloodRayne 2. I also worked on an Aeon Flux game, based on the 2005 movie.
- Contributed to several game systems, fairly quickly specializing in FX programming. In fact, I rewrote the company's particle engine for Aeon Flux and named it after a character I had lots of fun working on in the previous game: Ephemera.
Technologies: C++, Video Games