Available for the right opportunity

Professional Work

A look at the professional projects I've been part of, including commercial games, creator tools, and production technology.

Architecture & Systems · Platform Architecture · Production Systems · Gameplay Systems

Own production integration and pipeline workflows across a multi-team Unreal Engine 5 environment, including build validation, packaging, source-control integration, asset validation, crash investigation, and internal distribution.

Architect and build shared developer tooling and runtime systems spanning plugin-based production workflows, gameflow, audio tooling, save/load architecture, AI and runtime management, automation, and cross-discipline production support.

Unreal Engine 5C++Platform ArchitectureCI/CDRuntime SystemsCross-Team Integration

Gameplay Systems · Engine Integration · Legacy Stabilization

Developed underwater vehicle gameplay systems and supported sprint-critical features inside a mature, heavily customized Unreal Engine 4 codebase.

Stabilized legacy source, authored engine-level patches for experimental features, and developed custom mesh-distance-field shader functions for Hydro Sphere effects while supporting designers and engineers through implementation and debugging.

Unreal Engine 4C++Gameplay SystemsEngine SourceLegacy SystemsShaders

Product Architecture · Native Plugins · AI/VFX Workflows

Built the creator-facing software layer that exposed DeepMake's backend AI architecture through production workflows inside Adobe After Effects and other VFX environments.

Designed CEP panel architecture and native C++ plugin integrations under Adobe host constraints, connecting frontend UX, native functionality, and backend services for generation, segmentation, smart masking, image-to-image, and video workflows.

C++JavaScriptAdobe CEPPlugin ArchitectureGenerative AIProduct UX

Technical Leadership · Gameplay Architecture · Production Infrastructure · Console Development

Served as Lead Programmer through the vertical slice and pre-funding phase, establishing the project’s technical foundation and contributing to efforts that secured $10M in development funding.

Designed gameplay systems and C++ architecture while also building localization, audio, build and distribution, technical-art, and content pipelines. Integrated automated testing and builds through TeamCity and owned Nintendo Switch development, debugging, performance testing, and platform support.

Unreal Engine 5C++Gameplay ArchitectureTechnical LeadershipBuild AutomationNintendo Switch

Gameplay Architecture · Multiplayer Systems · Technical Design · Cross-Discipline Development

Core engineer on a three-person team with broad ownership of gameplay architecture, multiplayer systems, and technical implementation for Space Racing Legends, a networked team-based combat racer built in Unreal Engine. Designed and implemented the ability framework, race and combat systems, multiplayer lobby and player flow, and three distinct game modes: Racing, Thunderdome, and Arena. Evolved the gameplay and networking architecture through three major framework revisions while contributing across cinematics, level development, art integration, and QA. Helped take the project from prototype through production and delivered the playable build that secured a $50K investment from Expert DOJO.

Gameplay ArchitectureMultiplayer SystemsTechnical DesignCross-Discipline DevelopmentUnreal Engine
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