Resume

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Skills

  • TypeScript
  • JavaScript
  • Python
  • C#
  • Java
  • C++
  • HTML
  • CSS
  • SQL
  • Illustrator
  • Photoshop
  • Unity
  • Godot
  • GDScript
  • BabylonJS
  • Maya
  • MEL
  • Blender
  • NodeJS
  • Express
  • Docker
  • AWS
  • S3
  • DynamoDB (NoSQL)
  • Google Cloud Platform
  • Stripe
  • Interactive Design
  • Tools Development
  • Pipeline Automation

Experience

Freelance Software Developer

2019 – Present

Engelmann-Becker / Funnix · Funnix (Web Application), Proprietary Internal Tools (Web Application)

  • Converted an outdated desktop program into a modern web-based subscription service using Node.js and AWS Elastic Beanstalk, creating a high-performance single-page application (SPA).
  • Developed a custom data migration tool to transition legacy content to a web-compatible format, ensuring a smooth conversion.
  • Designed and implemented a lesson player using JavaScript for seamless navigation and progress tracking.
  • Built full front-end and back-end systems, including user authentication, lesson management, and data handling, with Node.js and DynamoDB.
  • Implemented a subscription billing system with Stripe for recurring payments and integrated ActiveCampaign for automated email marketing and engagement.
  • Established a nightly reporting process to monitor system performance and user metrics.
  • Led the development of an online bookstore with USPS media mail integration for shipping.
  • Automated deployment and operational tasks, optimizing workflows and reducing downtime.

Indie Game Developer

2017 – 2019

Self Published · Survival Arena (Roblox)

  • Developed a game as a sole indie developer, handling all aspects of coding, design, and release.
  • Programmed the game in Lua, ensuring it was engaging for a single player while accommodating multiple players seamlessly.
  • Designed the gameplay experience to remain fun and engaging even if only one player remained in the game session.
  • Designed 5 unique game modes, each featuring procedurally generated levels to maximize replayability.
  • Achieved over 500 active players at the game's peak and over 100 thousand players in its lifetime, demonstrating strong player engagement and retention.
  • Earned an 84% positive feedback score, reflecting a high level of player satisfaction and consistently positive user experiences.

Senior Software Engineer (Generalist)

2016 – 2017

Glu Mobile · Ultimate Chef (iOS / Android)

  • Designed and implemented over 40 modular user interfaces in Unity, collaborating with engineers to address functionality and limitations.
  • Increased productivity by 25-70% by developing pipeline tools for Maya and Unity using Python and C#.
  • Managed character animation, creating and implementing over 80 animations and sequences, along with 3D environment layout and lighting.
  • Led outsourcing by creating technical guidelines and specs for 280+ assets
  • Optimized performance with Python tools, reducing project size by 55%.

(Lead) Programmer / Consultant

2015

Committee for Children · Game (Research / Proprietary)

  • Created rapid prototype for an interactive multiplayer game for research study in Unity.
  • Designed user interface to support four player mixed local and network co-op multiplayer.

(Lead) Programmer

2012 – 2014

Northwest Media · Surviving Independence (iOS / Android)

  • Responsible for all programming using C# and Unity, writing over 40,000 lines of code.
  • Designed and developed UI with responsive buttons, seamless transitions and effects for touch interactions.
  • Developed procedural generation systems to increase replayability, which included, dynamic characters and personalities, different map locations, and varying store prices, job wages, and apartment costs.
  • Addressed usability issues from user tests and feedback through game hints, improved visual indicators, and refined UI flows.
  • Added user analytics for user research and efficacy studies, which included all user actions, in internal device XML files and SQL databases.

Designer / Senior Technical Artist

2012

Zynga · Pioneer Trail (Facebook)

  • Worked with designers to release new content in bi-weekly intervals.
  • Used metrics to drive upcoming features, maximizing revenue potential for each release.
  • Developed XML, Photoshop, and Flash tools, boosting productivity by 15% to up to 25%.

Technical Artist

2007 – 2012

Buzz Monkey Software · Tomb Raider: Underworld (Wii), Tony Hawk: Ride (Wii), Tony Hawk: Shred (Wii), Army of Two: 40th Day (PSP), Rinth Island (iOS / Android), Club Penguin (iOS / Android)

  • Responsible for developing tools and pipeline automation used by over 15 individuals in art and design departments, improving overall efficiency by 25% up to 70%.
  • Developed tools for Unity and Maya using Python, JavaScript, and C#.
  • Produced rapid prototypes in Unity, transforming design concepts to playable demos.
  • Designed camera state machines, particle effects, animation systems, and audio triggers, adding depth to game mechanics and visuals.

Artist

2006 – 2007

Buzz Monkey Software · Tomb Raider: Anniversary (PSP), Tomb Raider: Underworld (Wii), Tony Hawk: Ride (Wii)

  • 3D modeled, textured, and lit environments for over 12 levels using Maya and other 3d packages.
  • Created art for three game environments, which became the quality standard for the art department (Tony Hawk: Ride).
  • Responsible for cinematics, upholding visual quality through various level design iterations.
  • Optimized over 20 levels for performance, reducing memory over 35% to up to 60% by optimizing geometry and textures.

Education

Bachelor of Science in Game Art and Design

2003 – 2006

The Art Institute of Portland