Recent Work
01
Associate Game Dev Specialist

* Stock image. Not representative of actual ptoduct
Various Contracts
In this role, I worked with the Departments of Defense and Homeland Security to explore the effects that game development could provide to government systems. In this capacity developed tools and prototypes to bridge real-time simulator data with a proprietary engine, enabling accurate cross-platform flight recreation. I also contributed to experimental technology integration—including early prototyping for emerging hardware—and provided usability feedback for internal applications designed to streamline development workflows.
02
Technical Designer

Floppy & The Sleepy Planet
As a technical designer, I was responsible for designing, implementing, and maintaining modular player abilities using C++, Blueprints, and Unreal’s Gameplay Ability System (GAS). My focus was on creating scalable, designer-friendly systems—exposing key parameters to Blueprints, building event-driven interfaces, and ensuring seamless collaboration between programming and design teams.
03
Junior Programmer

Halo: Output Discovery
On Halo: Outpost Discovery, I was responsible for building and managing the technical gameplay systems that interfaced with physical hardware and third-party applications. I developed an HTTP server to synchronize gameplay logic with external devices, created operator-friendly control interfaces, and ensured stable live operation during the launch.