For a more comprehensive work and education summary, check out my LinkedIn or General Resume PDF (links on bottom).
I currently work as a Software Engineer at EA-Maxis, a game studio responsible for popular titles such as “Spore” and “The Sims 4”. Here, I’ve implement various low-level game engine features using a mixture of Unreal 4, C++, and the studio’s proprietary engine. In addition, I rapidly prototype gameplay features and systems, diligently cooperate on ambiguous engineering tasks, and challenge tight deadlines head-on.
I worked as a Senior Quality Assurance Engineer at Lionbridge Technologies, an outsources functional and localization testing firm for video games. Here, I created well-documented bug reports in issue tracking software through a combination of combinatorial, tree, regress, and ad-hoc testing methodologies. I felt that I was especially effective here given my previous knowledge of game engine and gameplay programming.
I remotely interned as a Unity/C# developer working on Skoolly, an interactive platform where students can complete online coursework and learn new languages through gamification. I was tasked with a prototype where players would control a Tetris-like game with multilingual voice support and kid-friendly mechanics. In this startup environment, I worked closely with a small team of artists, designers, and programmers to integrate this prototype into the Skoolly platform.
In this start-up environment, I interned as a team lead for a TurnUp Activism, a web and mobile application for youth activism organizations and networking. In terms of development, I worked on cross-platform APIs in Node.js, which interacted with Firebase cloud functions. In terms of project management, I was responsible for handling pull requests and planning features for a small team of interns.
In this research position, I helped developed a distributed content production pipeline intended for Boise State University’s “World Museum” project. I worked with graduate students to research and implement computer imaging processing and compression techniques in order to develop out web-based digital asset management system. I was also completely responsible for designing and implementing database schemas for our asset tagging system. Learn more here.
In this on-and-off part-time work study, I provided Boise State students with tutoring session about object-oriented design principals, test-driven development, and elementary data structures. I frequently aided students (in-person and over Zoom) in debugging and reviewing their Java programming projects. I also assisted in refactoring the auto-grading program for the updated class curriculum.
I'm familiar with a variety of programming languages, including:
I'm also experienced in multiple games related tools and frameworks, including:
I leverage these skill and utilize them in multiple different games-related fields, including:
In May 2021, I graduated from Boise State University with my Bachelor’s of Science in Computer Science. During my time there, I focused heavily on topics related to game development, real-time computer graphics, human-computer interaction, and classical artificial intelligence.
Here are a few of the noteworthy courses that I completed:
While I learned a lot in University, it doesn't quite paint the full picture of my education (see the section below).
Outside of University, I spent a lot of time learning about and experimenting with various game-related domains. Like many software engineers, I felt that my computer science education was great for learning theoretical aspects, but the most practical lessons came from taking on my own personal projects. Some of the noteworthy courses I took in my own time include the following:
More often than not, these resources have directly led to me starting a personal project. Be sure to check my Portfolio to see some of them!