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MAY 2016 TO PRESENT

Sledgehammer Games

Multiplayer Systems Designer

Call of Duty

Currently I am working on Sledgehammer Games' multiplayer team as a mid-level System Designer with an emphasis on Gameplay Engineering. I design and own systems/mechanics from concept to completion.
On a daily basis I bounce between crafting multiplayer gameplay with a C-style scripting language, coordinating efforts across disciplines, writing design docs, analyzing playtest data, modifying elements of maps in our 3D level editor and occasionally diving into C++ and getting our game engine to behave as needed.


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JUNE 2015 TO APRIL 2016

Xbox

Software Development Engineer

New Xbox One Experience

While at Xbox, I worked on the console's dashboard (how you launch games, connect with friends, buy from the store, etc.). In November 2015, I shipped the New Xbox One Experience to over 15 million consoles. During Winter 2015, I independently prototyped a feature that fans craved, successfully pitched it to stakeholders and developed a system robust enough to pass technical reviews. In Spring 2016, I improved features I owned via monthly updates, and made key contributions towards allowing for a game to be bought once and played on both Xbox and PC.


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SUMMER 2014 (INTERN)

343 Industries

Software Engineer & Gameplay Engineer

Halo Channel & Halo 5: Guardians

One of my major contributions to the Halo Channel was linking the Netflix-style video app to the game
Halo: The Master Chief Collection. This allowed Halo TV shows to launch into campaign missions or competitive playlists that related to the current on-screen content. On Halo 5's campaign engineering team, I created a framework to allow AI units to use the game's new spartan abilities. If you see one of your squad members in the story mode shoulder charge a grunt or evade a grenade thrown by an elite, I helped make that happen.


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SUMMER 2013 (INTERN)

Maxis

Gameplay UI Programmer

The Sims 4

I revamped how information about Sims' relationships is shown to a player in The Sims 4. Specifically what info players see when Sims have conversations, or when they mouse-over a Sim for selection. Systems I developed were used for the implementation of menus to view all of a Sim's relationships. Additionally during a game jam, I successfully pitched and implemented an in-game dinosaur toy with an entirely new set of interactions from other Sims titles. This easter egg caught fans' imaginations when found in the released game.