Video games have come a long way since Tennis For Two in 1958. Expansive, explorable terrains give players whole worlds to play in. High poly 3D characters immerse users in spectacular beauty and detail. Accurate detailed physics models allow players to interact with their environment in realistic ways. Adaptive AIs that can learn and adapt to the player present new and unexpected challenges. Each new generation of games takes us one step closer to breaching the wall between the virtual and the real. Despite our best efforts, however, video games remain merely almost interactive...
Seeking a full-time programming position that will let me explore design and engineering creativity as well as continue learning new programming technologies and techniques.
  • Engine / System Design & Development
  • Gameplay Programming
  • Server/Client Programming
  • Technical Leadership
  • Interactive Web Development
  • Commercial Software Development
  • C / C++ / C#
  • Java
  • Flash ActionScript 3
  • PHP
  • Javascript / AJAX
  • MySQL

Yama Games

Chief Technical Officer
2010 - Present

Research and development on many Flash game projects, including social and multiplayer games. Worked on both client and server side applications, including building REST APIs and implementing socket-based game servers.

Nintendo Software Technology

Software Engineer
2009 - 2010, 2011

Video On Demand Framework for Nintendo Wii
Nintendo Internal Use Only

Kirby TV Channel (VODF)
Nintendo Wii, release 6/23/2011

BBC iPlayer (VODF)
Nintendo Wii, released 11/18/2009

Developed the video on-demand framework, the underlying technology for the BBC's iPlayer and an additional unannounced project. As the lead programmer, I was responsible for developing a versatile platform, integrating a new Flash-player library, H.264, and Mobiclip decoders, that would allow a media company to run their own custom Flash UI, utilizing the Wii's controls, atop the framework. In addition, I worked with the Flash development teams to help build, debug, and optimize the front-end application.

Liquid Dragon Studios

2007 - 2008

Deadliest Catch, Alaskan Storm
XBOX 360 and PC, released 6/17/08

Working directly with the CTO, I worked to help develop many aspects of the game and engine, including multiplayer networking, physics, audio/video, tools, and various gameplay systems.

5th Cell Media

2006 - 2007

Drawn to Life
Nintendo DS, released 10/1/07

Special assignment programmer in charge of designing and implementing the wireless networking engine and multiboot player.
DigiPen Institute of Technology
Bachelor of Science, Real-Time Interactive Simulation (Computer Science)

California Polytechnic State University - San Luis Obispo
Computer Engineering