If you are interested in seeing more of my work or more of my work history, check out my resume.
I started at 343 Industries in January 2018. I was brought on as a contract gameplay designer under Chris French and Justin Dinges on campaign. As a gameplay designer, I worked to make tools and scripts to speed up designer creation of content and to expose new technology to our designers. I was also tasked with working with other designers to create gameplay content and encounters to fill out the experience. Alongside these, I worked with other teams to create the technology and content to create the vision of the campaign team. This included working with various leads to create specs to share our vision and desires for the systems we would need to create the next Halo campaign.
I started at Carnegie Mellon University's Entertainment Technology Center in the fall of 2016. While there, I'm working to strengthen my teamwork and design skills. I just completed the immersion semester and will be on the Legendary Entertainment mobile game project next semester. On that team, I will be the producer and one of the designers.
I was elected junior officer for the 2014-2015 academic year were I helped oversee a transition from long-term self-managed projects, which seemed to constantly fail, to short game jam based games. I was then elected president for the 2015-2016 where I attempted a transition to slightly larger projects with the express goal of submitting to IndieCade and reaching out to the industry in an attempt to network and get the game culture at U of M recognized in the industry. These large projects did not go as planned but helped to show that this is where the club needs to go and effected how the club will be managed for the next several years.
In my time at the University of Michigan, I was given the amazing opportunity to help Professor Jeremy Gibson Bond teach EECS 494, Game Design and Development, as a teaching assistant. As the TA for the class, I was able to help many students learn the Unity engine as well as the rapid prototyping methodology. Assisting them with the various problems they ran into helped me to strengthen my knowledge of the Unity engine as well as helping me learn new components of the engine. For example, I made a basic tutorial that helped the students learn how to do AI pathfinding using the built in navmeshes. This gave me the chance to deal with some of the intricacies of navmeshes while teaching about them.
Almost all my personal and academic projects can be found in the games section of this website. Most of my personal projects tend to be geared toward games and interactive experiences since that is where my passion and focus is. I have done work for a variety of devices in a variety of languages and am not afraid to try something new if it fits the needs of my current project.
Summer 2015: Software Engineer
The first summer I worked at Microsoft, I was assigned to the Microsoft Project team. I was adding Features to the on client version of Project that were constantly requested by users while the rest of the team was wrapping up to release Project 2016. This required me to work with UI, work with graphics, and work in a large, established code base.
Summer 2016: Software Engineer
The second summer I worked at Microsoft, I was assigned to the Microsoft Project team again. This time I was primarily doing work on mobile apps to add to the value of the core Microsoft project experience. This Involved re-working existing code to fit new requirements as well as writing my own for the iOS platform in Objective-C.
Summer 2017: Software Engineer/Game Designer
The third summer I worked at Microsoft, I was assigned to the 343 Industries campaign team as a software engineer. This involved me adding features to the internal engine to allow the designers to create new experiences and find the fun faster without having to deal with engine issues. This included making tools to do things like tracking the size of our Lua scripts in the save game and adding debug features like the ability to warp around a level as it's being made.
Halfway through my internship, I was moved to the design team and worked to produce level concepts. During this time, I took levels from concept to mass out. This included testing the levels with both the campaign team and members of other teams. In total, I produced 2 concepts that last for about 30 minutes of game time.