Top Skills

I have 15 years of experience, both as a hobbyist and professional, in architecting games and game engines. I’ve worked under hard deadlines both with teams and as a sole developer on very large projects. I’ve had experience in creating new game engines start to finish and the even more difficult challenge of modifying existing ones to serve a new game.

  • Full stack game development
  • Game and game engine architecture
  • Content creation tools
  • Netcode (P2P, Server/client architecture, prediction, lag compensation)
  • Graphics Programming
  • UI Programming
  • Optimization
  • Strong C++ Experience
  • C#, JS, Lua
  • Developing content creation tools
  • Netcode (P2P, Server/client architecture, prediction, lag compensation)
  • Unity
  • Practical artificial intelligence

Projects

Past and present projects. Professional and hobby.

Them’s Fightin’ Herds (2020)

An advanced 2D fighter with a ground breaking visual lobby system

Abare Engine (2023)

An engine by Maximum Entertainment striving to be the most advanced fighting game engine in the world.

Abare Engine powers Diesel Legacy: The Brazen Age and an upcoming Avatar: The Last Airbender fighting game.

Geobox (2014)

College hobby project that would go on to be the engine powering Them’s Fightin’ Herds story and visual lobby

This engine features a first class scripting system with Lua, component based architecture, a unique blend of 2D and 3D lighting techniques and various GPU powered simulations such as fluid dynamics.

Early 3D Work (2010)

My first ventures into 3D graphics as a hobby. My studies were focused on shaders, lighting models, post processing effects, shadows and graphics API architecture.

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