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.