01Selected work
Avowed
shipped 2025- Owned the engine upgrade path from Unreal 4.20 to 5.3, including the UE4 to UE5 transition taken mid-production, integrating each release into a heavily modified branch and absorbing the fallout for every other discipline.
- Worked Xbox console development through to ship, clearing the compliance failures and cert-blocking defects that gate platform submission.
- Built and maintained the in-editor tooling design, art and animation used daily, cutting the cost of a content iteration.
Unannounced Title
2025 to present- Tech lead for tech and rendering on the project, with two engine programmers and a rendering engineer as direct reports, while carrying a full senior engineering load directly.
- Continued the engine upgrade path onto the current project, taking it from Unreal 5.3 to 5.5 and then to 5.7.
Crowe
shipped 2017- Tech lead on a shipped VR title, owning platform services, UI, game-management and analytics modules, runtime optimization, and CI-backed build management.
- Implemented the bow and arrow the protagonist's kit is built around, a two-handed draw and release, with guns and other projectiles as secondary weapons. A designer tuned its art effects and haptics.
- Carried a hands-on engineering load alongside the lead role: hand presence and grab, world-space UI, and level layout.
RedpillVR
2019- Authored interpolative prediction for networked location and animation data, hiding link latency in replicated character movement rather than letting it surface as visible correction.
Possession
shipped 2016- Architected the base codebase and designed the RTS AI, running decision work across threads behind Behavior Trees layered over state machines.
- Built the system joining the strategic RTS layer to the first-person layer, which is the connection a hybrid of the two depends on.
Wildstyle Basketball
2015 to 2016- Built a StatSheet-driven data system that let designers drive gameplay behavior from spreadsheets without engineering in the loop.
- Worked directly on the stat delivery architecture and built gameplay modules alongside the AI team.
02Personal projects
Nightspire Engine
2026 to presentA game engine written from scratch that treats the browser as a first class shipping target rather than a demo target: a C++20 core compiled to WebAssembly through Emscripten, rendering on WebGPU with no WebGL2 fallback, with Lua 5.4 statically linked as the gameplay scripting language.
- Built around a browser-shaped thread topology: a host thread that owns the DOM and must never block, a game thread running as a worker pthread that owns Lua, a render thread holding the WebGPU device, and a task pool sized from the concurrency the browser reports. Threads need cross origin isolation, so the serving headers are part of the engine rather than of the deployment.
- Instrumentation is part of the definition of done, not a later pass. No system ships without log coverage and tracing on its hot paths through NightInsights, an in-engine tracer that exports Chrome Trace format, with memory tagged per subsystem and held at zero steady-state growth.
- Eleven phases in: an archetype and SoA entity model with component reflection and render extraction, a forward lit pass over WebGPU, a Lua runtime with hot reload, and Dear ImGui tooling with an outliner and inspector. Modules are layered in a strict dependency order from Core up through PAL, RHI, Renderer and World.
- CMake and Ninja against a pinned Emscripten SDK, driven by PowerShell so one set of scripts works on Windows, macOS and Ubuntu. CI builds the wasm target on Ubuntu and Windows, runs a Playwright smoke test in Chromium, and deploys the demo only on green.
Constrained Dynamics
2015A deformable cube in C and OpenGL: a lattice of springs holding the cube at its rest shape, deforming on contact with a boundary, and resolving those collisions through the spring system rather than alongside it.
Engine Programming v1.5
2015- Implemented low-level networking on the TRIBES model, including a Ghost Manager to replicate object state out to connected clients.
- Wrote a custom physics engine, and an animation system that blended partial and additive animations together programmatically.
Engine Programming v1.0
2014- Built the core engine systems behind a single level of gameplay: programmed animation, physics, a particle system, and the game structure holding them together.
03Stack
- Languages
- C++PythonC#
- Engines
- Unreal Engine (UE4 to UE5)Unity
- Engine and platform
- Engine upgradesXbox console developmentPlatform certificationMiddleware integrationEditor and pipeline toolingMemory and framerate optimization
- Build and CI
- HordeJenkinsTeamCityPerforceGitSVN